[hlcoders] Couple questions on a vgui panel

2005-07-02 Thread r00t 3:16

1 of the things I am adding is a checkbox which allows the player to
readyup.
Once this is checked the scorepanel will display ready / wait depending if
it is checked or not. From the vgui panel how could I update the resource ?
I networked the player_resource var m_bReady, but I am not quite sure how to
do this from the client so all the players m_bReady[] array can have the
proper info for the panel.





Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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[hlcoders] AddSection()

2005-07-01 Thread r00t 3:16

AddSection adds a default header, is there a way to remove this default
header? (It is throwing my panel off lol.
Also is it possible to position the Y pos of the sections ?
I was looking to see how the AddSection() works but it is just a header
file.

http://www.totalretribution.com/r00t316/green.JPG

That is a picture..
Green team should be almost 2 rows up
http://www.totalretribution.com/r00t316/red.JPG

Red team should be below the green lines but I haven't figured out how to
adjust Y pos...

Any help would be great.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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[hlcoders] CBitmapButton

2005-06-21 Thread r00t 3:16


Is it possible to have only a certain section of CBitmapButton which would
be the button part? Or does the entire thing need to be the button. Similar
to an image map in html.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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[hlcoders] DrawFilledRect bring forward?

2005-06-17 Thread r00t 3:16

Is it possible to bring a line forward?
In the vgui I am creating it uses a seperator for the total team scores
which is green. However the score panel is dark and makes the green not very
visable.
Is there a way to bring the lines forward?
I already have the alpha at 255 and it is still very lite.
I know I could change the background alpha but I do not wanna do that.

I thought drawling drawfilledrect last would help but didn't seem to help.



Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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

2005-06-16 Thread r00t 3:16

Yea really.

Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com

- Original Message -
From: Andrew (British_Bomber) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, June 16, 2005 7:45 PM
Subject: Re: [hlcoders] Source SDK - Creating Map Entities - missing
function?



That put a lid on that box didn't it?!

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[hlcoders] VGUI

2005-06-16 Thread r00t 3:16

I am not quite sure why this happens or how to correct it really. I would
imagine it is something simple ?

I am working on my mods intermission screen.
at 640x480 the screen looks nice.
When I change the resolution to 1024x768 everything is big.

640x480
http://www.totalretribution.com/r00t316/IF_r00t.JPG -- looks good

1024x768
http://www.totalretribution.com/r00t316/if2.JPG -- why so big  looking...

Basically at 640x480 the screen looks good. When you change the resolution I
thought that it would look the same but be more centered into the screen and
be the same size.

Hope that makes sense.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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Re: [hlcoders] VGUI

2005-06-16 Thread r00t 3:16

Not sure if there is an easier way. The screen I made was mostly just a res
file which had the sizes / positions etc etc. Not very much code was
involved really

But I am seeing now that if you want things to stay the same size you have
to code them so it does not make things larger like it does with the other
screens. EG: hard code the sizes SetSize() etc. Then reposition everything
on different resolutions.
(Hope that made sense kind of tired lol )

So I am getting what I need. Half way there just need to setup something to
reposition the display when resolution changes.
Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com
- Original Message -
From: Brian Pufuwozu [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, June 16, 2005 11:39 PM
Subject: Re: [hlcoders] VGUI



--
[ Picked text/plain from multipart/alternative ]
Everything gets scaled because it makes it just as readable.
What you'll have to do is find a command that gets the current resolution
and then scale it to the correct size to what you want it. Hope you figure
it out.

On 6/17/05, r00t 3:16 [EMAIL PROTECTED] wrote:


I am not quite sure why this happens or how to correct it really. I would
imagine it is something simple ?

I am working on my mods intermission screen.
at 640x480 the screen looks nice.
When I change the resolution to 1024x768 everything is big.

640x480
http://www.totalretribution.com/r00t316/IF_r00t.JPG -- looks good

1024x768
http://www.totalretribution.com/r00t316/if2.JPG -- why so big looking...

Basically at 640x480 the screen looks good. When you change the
resolution
I
thought that it would look the same but be more centered into the screen
and
be the same size.

Hope that makes sense.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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[hlcoders] m_Skins on models and other things

2005-06-06 Thread r00t 3:16

I have something I am working which (if possible) would allow the modelor to
set a special skin for certain effects.

Is it possible to change to the special skin so only certain players can see
the special skin?

Hopefully I explained that enough..


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] m_Skins on models and other things

2005-06-06 Thread r00t 3:16

dunno what ns is ?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, June 06, 2005 11:14 PM
Subject: Re: [hlcoders] m_Skins on models and other things



you mean like the flashlight effect in ns, when you
play aliens?

--- r00t 3:16 [EMAIL PROTECTED] wrote:


I have something I am working which (if possible)
would allow the modelor to
set a special skin for certain effects.

Is it possible to change to the special skin so only
certain players can see
the special skin?

Hopefully I explained that enough..


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] m_Skins on models and other things

2005-06-06 Thread r00t 3:16

Well I dunno, I have not seen Natural Selection so could not say off hand.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, June 07, 2005 12:06 AM
Subject: RE: [hlcoders] m_Skins on models and other things



Natural Selection.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Monday, June 06, 2005 11:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] m_Skins on models and other things

dunno what ns is ?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, June 06, 2005 11:14 PM
Subject: Re: [hlcoders] m_Skins on models and other things



you mean like the flashlight effect in ns, when you
play aliens?

--- r00t 3:16 [EMAIL PROTECTED] wrote:


I have something I am working which (if possible)
would allow the modelor to
set a special skin for certain effects.

Is it possible to change to the special skin so only
certain players can see
the special skin?

Hopefully I explained that enough..


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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[hlcoders] compiling own shaders

2005-06-05 Thread r00t 3:16

On verc it says that the .cpp file is created when you run the build
shader.bat?


D:\Mod\src\sdkshaderstr_shaders.bat -game %vproject%
The system cannot find the path specified. --- what path can it not find ?

tr_shaders

Shader combo 1 of 2... -- why only 1 of 2 ?

writing tr_shader_ps20.vcs
writing tr_shader_vs11.vcs
0 seconds elapsed
shaders\fxc\tr_shader_ps20.vcs
shaders\fxc\tr_shader_vs11.vcs
2 File(s) copied

I have 2 files copied to %vproject%\shaders\fxc

I do not get a generated cpp file trying to figure out what path it is
looking though anyone know?




r00t 3:16
CQC Gaming
www.cqc-gaming.com


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[hlcoders] HL2MP Bots in debug mode.

2005-06-04 Thread r00t 3:16
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
It does not seem bots are being flagged as bots when you add em..

In hl2mp_client.cpp

in FinishClientPutInServer()
{

CBasePlayer *pBot = (CTR_Player *) pPlayer;
if ( pBot == NULL )
return;
if ( pBot-IsBot() )
{
pPlayer-ChangeTeam( TEAM_GREEN );
}
// if it is a bot don't bring up the motd.
if ( pBot-IsBot() )
return;
}

If a add a bot and step threw the above it is saying it is not a bot.
eg: FL_FAKECLIENT flag is not set.
Is that flag not set when they first join the server?

return;
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] Shader question

2005-06-04 Thread r00t 3:16

The shader I made uses 2 textures in the program im using to create the
shader.

I am having a hard time figure out however how to implement this shader into
the game.

Texture0 in my shader needs to be the view of the player
Texture1 is my other texture I need which isn't the problem.

How do I specify in the shader that screenspace is Texture0 ?
or would Texture0 be the frame buffer? _rt_FullFrameFB  would be Texture0
in the .vmt it would be $basetexture _rt_FullFrameFB
Texture1  would betexture2 path/to/texture

Hope that makes sense



r00t 3:16
CQC Gaming
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[hlcoders] HL2MP SDK linker errors

2005-06-03 Thread r00t 3:16

hl error LNK2019: unresolved external symbol void __cdecl Bot_RunAll(void)
(?Bot_RunAll@@YAXXZ) referenced in function void __cdecl
GameStartFrame(void) (?GameStartFrame@@YAXXZ)
hl error LNK2019: unresolved external symbol class CBasePlayer * __cdecl
BotPutInServer(bool,int) (?BotPutInServer@@YAPAVCBasePlayer@@[EMAIL PROTECTED])
referenced in function void __cdecl Bot_f(void) (?Bot_f@@YAXXZ)

Seems like something is missing from the build?


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] HL2MP SDK linker errors

2005-06-03 Thread r00t 3:16

Yup i did that then I was getting a illegal memory read.
But I fixed that also so all well except for this last error im getting
about my game rules not being on the client which they are in the client
solution so dunno what that is about...



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Zach Brockway [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 3:42 AM
Subject: Re: [hlcoders] HL2MP SDK linker errors



--
[ Picked text/plain from multipart/alternative ]
Yep.Add hl2mp_bot_temp.cpp to the hl project and rebuild.

On 6/3/05, r00t 3:16 [EMAIL PROTECTED] wrote:


hl error LNK2019: unresolved external symbol void __cdecl
Bot_RunAll(void)
(?Bot_RunAll@@YAXXZ) referenced in function void __cdecl
GameStartFrame(void) (?GameStartFrame@@YAXXZ)
hl error LNK2019: unresolved external symbol class CBasePlayer * __cdecl
BotPutInServer(bool,int) (?BotPutInServer@@YAPAVCBasePlayer@@[EMAIL PROTECTED])
referenced in function void __cdecl Bot_f(void) (?Bot_f@@YAXXZ)

Seems like something is missing from the build?


r00t 3:16
CQC Gaming
www.cqc-gaming.com http://www.cqc-gaming.com


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[hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

The instruction at 0x01286080 referenced memory at 0x01286080 The memory
could not be read

I thought I fixed this but i suppose I did not.

Not sure what is causing this has something to do with the update and my
merge into my code base. arg!!

If anyone knows why I would be getting this please by all means. I have just
about pulled all my hair out.

This is the call stack.


01286080()

 tier0.dll!00882cdd()
 ntdll.dll!7c9105c8()
 ntdll.dll!7c910732()
 ntdll.dll!7c9106ab()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c910551()
 ntdll.dll!7c91056d()
 ntdll.dll!7c910f46()
 ntdll.dll!7c910d5c()
 ntdll.dll!7c91056d()
 ntdll.dll!7c911e75()
 ntdll.dll!7c910d5c()
 ntdll.dll!7c910e91()
 ntdll.dll!7c91056d()
 ntdll.dll!7c913281()
 ntdll.dll!7c911e75()
 ntdll.dll!7c9105c8()
 ntdll.dll!7c910551()
 ntdll.dll!7c91056d()
 ntdll.dll!7c91056d()
 ntdll.dll!7c91e882()
 ntdll.dll!7c91e85c()
 ntdll.dll!7c917304()
 ntdll.dll!7c9106eb()
 tier0.dll!0088fbfa()
 tier0.dll!00890988()
 tier0.dll!0088faf1()
 tier0.dll!0088fade()
 tier0.dll!00883915()
 vstdlib.dll!00862f9a()
 vstdlib.dll!008616d9()
 vstdlib.dll!008617cc()
 ws2_32.dll!71ab9468()
 ntdll.dll!7c90d592()
 advapi32.dll!77dd6bcc()
 ntdll.dll!7c90e2f1()
 ntdll.dll!7c90d592()
 kernel32.dll!7c809bbb()
 launcher.dll!100075df()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c9105c8()
 ntdll.dll!7c910551()
 ntdll.dll!7c91056d()
 ntdll.dll!7c910945()
 ntdll.dll!7c9146c3()
 ntdll.dll!7c919bd3()
 ntdll.dll!7c910895()
 ntdll.dll!7c919a9c()
 ntdll.dll!7c919b3f()
 ntdll.dll!7c919aeb()
 kernel32.dll!7c80e5f8()
 kernel32.dll!7c801bf6()
 ntdll.dll!7c919aeb()
 ntdll.dll!7c919ba0()
 kernel32.dll!7c80ac66()
 kernel32.dll!7c80ac78()
 hl2.exe!0040113d()
 ntdll.dll!7c911538()
 ntdll.dll!7c911596()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c913134()
 kernel32.dll!7c81290d()
 kernel32.dll!7c812920()
 ntdll.dll!7c910f46()
 ntdll.dll!7c910e91()
 ntdll.dll!7c91056d()
 hl2.exe!00402ecb()
 ntdll.dll!7c9132f8()
 ntdll.dll!7c91056d()
 ntdll.dll!7c91eb64()
 ntdll.dll!7c92189c()
 ntdll.dll!7c911a24()
 ntdll.dll!7c9119fa()
 ntdll.dll!7c911ad6()
 kernel32.dll!7c818962()
 ntdll.dll!7c910732()
 ntdll.dll!7c915233()
 ntdll.dll!7c910732()
 ntdll.dll!7c9106ab()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c915d7d()
 ntdll.dll!7c915db4()
 ntdll.dll!7c9153f5()


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

Yea that could be (I had a feeling it was pointer but was not 100% sure)
But the problem is WHERE .. alot of changes to the HL2MP sdk so it could be
anywhere

I find it very rare that 2 people would hit the exact same address
violations with an error in our code.
Unless it is code that is the exact same on both machines, which would be a
sdk file ..

Does that sound about right?

r00t 3:16
CQC Gaming
www.cqc-gaming.com

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 1:49 PM
Subject: Re: [hlcoders] Application error with update.



Stephen Micheals wrote:

i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177
Assertion Failed: pBlob
if i ignore the assert right after it will crash out with the same
The instruction at 0x01286080 referenced memory at 0x01286080 The
memory could not be read
as yours.


If the instruction at 0x01286080 is trying to read memory at 0x01286080
(the same as the instruction address) then you have a messed up pointer
somewhere (some pointer is being assigned the address of code and then
trying to dereference the pointer).

Perhaps you are not passing parameters to a function properly and the
return address for some code is being assigned to some pointer?

--
Jeffrey botman Broome

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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

I have an unmodified version of the older sdk and ALOT has changed ... I
think roughly 130 files + some directories added I believe (have to check it
again for the correct numbers)

So basically i need to check every file and see what has changed and see if
I use whatever function that was changed. Arg this will take awhile hehe...

Ill post my findings if and when I find something.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 2:31 PM
Subject: Re: [hlcoders] Application error with update.



r00t 3:16 wrote:

Yea that could be (I had a feeling it was pointer but was not 100% sure)
But the problem is WHERE .. alot of changes to the HL2MP sdk so it could
be
anywhere

I find it very rare that 2 people would hit the exact same address
violations with an error in our code.
Unless it is code that is the exact same on both machines, which would be
a
sdk file ..

Does that sound about right?


It sounds like some engine or interface function somewhere has changed
the parameters being passed into it and this didn't show up during the
compile.

If a bunch of other people used previous SDK source code and a parameter
in a function changed that didn't cause a compiler error, it's likely
that several people would have the exact same problem.

One of the benefits of keeping an unmodified version of the previous SDK
is that you can quickly do a diff between the old version and the new
version to find things that have changed.  This won't help you in this
case unless you already have an unmodified version of the older SDK.  I
suggest you start making backup versions of the SDK so that you can
find differences between old versions and new versions more easily.

--
Jeffrey botman Broome

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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

Well 2 people myself and Stephen are getting the exact same memory access
violation but the error seems a bit different as he gets an assert first and
I do not (yes im in the debugging build)

I have almost tracked it down
Stephen if you wanna try it and see leave out.
public/tier1/utlsymbol.h
tier1/UtlBuffer.cpp
tier1/utlsymbol.cpp
do not merge those files.
Then compile and run see if you get the Access violation.
Not merging those 2 files I do not get an access violation.

Everything else is current except those files listed above.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Mike Dussault [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 7:44 PM
Subject: RE: [hlcoders] Application error with update.



I can only offer some debugging hints since I don't have a repro case
here for the assert or crash. Do you get a call stack when you get that
mempool assert?  If you make a new mod based on the hl2mp code and
compile/run it, do you get this problem, or is it only with the code
merged into your mod?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, June 03, 2005 10:40 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Application error with update.

Well that makes me feel a little better that I am not the only one..

I wonder if Valve could lend us a hand in determining what would be
causing this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Stephen Micheals [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 6:07 AM
Subject: Re: [hlcoders] Application error with update.



i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177  Assertion Failed: pBlob  if i ignore the assert right after
it will crash out with the same  The instruction at 0x01286080
referenced memory at 0x01286080 The  memory could not be read
as yours.

On 6/3/05, r00t 3:16 [EMAIL PROTECTED] wrote:

The instruction at 0x01286080 referenced memory at 0x01286080 The



memory could not be read


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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

UPDATE.

Thank you imperio59 for recommending this.

Include the files I said to leave out

public/tier1/utlsymbol.h
tier1/UtlBuffer.cpp
tier1/utlsymbol.cpp

Merge those then compile everything_SDK.sln
then do a clean Rebuild of game_sdk.sln
That should fix the memory access violation.
That fixed it for me.

Thanks again imperio :P

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 9:59 PM
Subject: Re: [hlcoders] Application error with update.



Well 2 people myself and Stephen are getting the exact same memory access
violation but the error seems a bit different as he gets an assert first
and
I do not (yes im in the debugging build)

I have almost tracked it down
Stephen if you wanna try it and see leave out.
public/tier1/utlsymbol.h
tier1/UtlBuffer.cpp
tier1/utlsymbol.cpp
do not merge those files.
Then compile and run see if you get the Access violation.
Not merging those 2 files I do not get an access violation.

Everything else is current except those files listed above.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Mike Dussault [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 7:44 PM
Subject: RE: [hlcoders] Application error with update.



I can only offer some debugging hints since I don't have a repro case
here for the assert or crash. Do you get a call stack when you get that
mempool assert?  If you make a new mod based on the hl2mp code and
compile/run it, do you get this problem, or is it only with the code
merged into your mod?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, June 03, 2005 10:40 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Application error with update.

Well that makes me feel a little better that I am not the only one..

I wonder if Valve could lend us a hand in determining what would be
causing this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Stephen Micheals [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, June 03, 2005 6:07 AM
Subject: Re: [hlcoders] Application error with update.



i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177  Assertion Failed: pBlob  if i ignore the assert right after
it will crash out with the same  The instruction at 0x01286080
referenced memory at 0x01286080 The  memory could not be read
as yours.

On 6/3/05, r00t 3:16 [EMAIL PROTECTED] wrote:

The instruction at 0x01286080 referenced memory at 0x01286080 The



memory could not be read


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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread r00t 3:16

One method I know about is speederxp to speed hack search google for it...
It speeds up the applications and such.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, June 04, 2005 1:11 AM
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live



I don't think you can speed hack by increasing your cl_cmdrate. Check
out this bit of networking doco valve published recently:

The client creates user commands from sampling input devices with the
same tick rate that the server is running with. A user command is
basically a snapshot of the current keyboard and mouse state.
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

So sending more snapshots is still only telling the server you're
holding down the forwards button. And the server dosen't add your
velocity every time it gets the user commands, it does it once per
server frame.

On 6/4/05, Jeff Fearn [EMAIL PROTECTED] wrote:

On 6/3/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 Jeff Fearn wrote:
 
  Am I correct that a player does not actually state their position in
  the world but simply gives impulses (buttons), and therefore it's the
  number of impulses per second that allows speed hacking?

 Yes, I believe that is correct.  The player sends movement commands to
 the server and the server says H, okay you are moving in this
 direction, let me calculate your new velocity and location based on
 where I think you were before and which way you were going before and
 then I'll send that information back to you.  The client doesn't even
 specify HOW MUCH they moved (i.e. the distance during that update).
 The
 client only says I'm moving THIS way now.

 But note that the client is also simulating this movement update purely
 client-side (it just isn't authoritative since the server is the only
 one that keeps track of where everything REALLY is as far as collisions
 and bullet hits, etc.).

Except the server can be fooled if you send it lots of updates because
it doesn't seem to validate how often you send updates ... assuming
that's how the speed hack actually works :)

Jeff

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[hlcoders] Question for Valve - shaders

2005-06-02 Thread r00t 3:16

I am aware of the custom shaders and the examples that are currently in the
sdk. However the documentation states to be continued..
So my question is does Valve plan on releasing more info about getting
shaders into mod's ?

I know that Valve used HLSL (High Level Shader Language) for the shaders
which are included in HL2.
Did Valve use some kind of 3rd party or in-house tools to develope their
shaders?
Which would allow them to see the shader working before adding it in game?
(eg: RenderMonkey,   FX Composer, or other?)

I am finding it very difficult (as well as others it seems) in figuring out
how to get working custom shaders to work in-game...



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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[hlcoders] Source SDK Currently not available ?

2005-06-02 Thread r00t 3:16

I have steam open wanted to launch Source SDK and get the following error

This game is currently unavailabl.
Please try again at another time.

Anyone else getting this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com

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[hlcoders] nightvision

2005-06-02 Thread r00t 3:16


I added a texture which looks decent
http://www.totalretribution.com/r00t316/nvgoff.JPG
http://www.totalretribution.com/r00t316/nvgon.JPG

Now the question is...

How can I make the out porition solid ?
I thought we could do it in photoshop by making the center alpha'd and the
outside of it solid but that isn't working as expected.

I currently have

UnlitGeneric
{
$baseTexture effects/nightvision
//$vertexalpha 1
$additive 1
}
which gives the following
http://www.totalretribution.com/r00t316/shouldbesolid.JPG


If i change it to
UnlitGeneric
{
$baseTexture effects/nightvision
$vertexalpha 1
// $additive 1
}

then it looks like
http://www.totalretribution.com/r00t316/nvgbroke.JPG

as you can see the center green is missing.
Also it does not brighten things up either.

Is it possible to darken the sides like the nvgbroke.JPG but allow it to
brighten up things like nvgon.JPG?
Using 1 texture?

r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] nightvision

2005-06-02 Thread r00t 3:16

Yea I think I tried that. Actually I know I tried that..
I will keep at it.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, June 02, 2005 8:44 PM
Subject: RE: [hlcoders] nightvision



If you want to use an alpha channel you need $translucent 1


-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: June 2, 2005 2:52 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] nightvision


I added a texture which looks decent
http://www.totalretribution.com/r00t316/nvgoff.JPG
http://www.totalretribution.com/r00t316/nvgon.JPG

Now the question is...

How can I make the out porition solid ?
I thought we could do it in photoshop by making the center alpha'd and the
outside of it solid but that isn't working as expected.

I currently have

UnlitGeneric
{
$baseTexture effects/nightvision
//$vertexalpha 1
$additive 1
}
which gives the following
http://www.totalretribution.com/r00t316/shouldbesolid.JPG


If i change it to
UnlitGeneric
{
$baseTexture effects/nightvision
$vertexalpha 1
// $additive 1
}

then it looks like
http://www.totalretribution.com/r00t316/nvgbroke.JPG

as you can see the center green is missing.
Also it does not brighten things up either.

Is it possible to darken the sides like the nvgbroke.JPG but allow it to
brighten up things like nvgon.JPG?
Using 1 texture?

r00t 3:16
CQC Gaming
www.cqc-gaming.com


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--
No virus found in this incoming message.
Checked by AVG Anti-Virus.
Version: 7.0.322 / Virus Database: 267.4.1 - Release Date: 02/06/2005


--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.322 / Virus Database: 267.4.1 - Release Date: 02/06/2005



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Re: [hlcoders] VMT Proxies list?

2005-06-01 Thread r00t 3:16

Nevermind found it mathproxy.cpp


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, June 01, 2005 1:56 AM
Subject: [hlcoders] VMT Proxies list?



Is there a list of commands which can be used for VMT Proxies { } ?
Sine / Multiply etc etc?


r00t 3:16
CQC Gaming
www.cqc-gaming.com

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[hlcoders] VMT Proxies list?

2005-05-31 Thread r00t 3:16

Is there a list of commands which can be used for VMT Proxies { } ?
Sine / Multiply etc etc?


r00t 3:16
CQC Gaming
www.cqc-gaming.com

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Re: [hlcoders] linux compiling hl2mp problems

2005-05-27 Thread r00t 3:16

someone should be spanked for this :P


lol


r00t 3:16
CQC Gaming
www.cqc-gaming.com

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[hlcoders] Why am I getting this warning?

2005-05-25 Thread r00t 3:16
vgui_controls.lib(PanelListPanel.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(ProgressBar.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(RadioButton.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(RichText.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(ScrollBar.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(ScrollBarSlider.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(SectionedListPanel.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(TextEntry.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(TextImage.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(ToggleButton.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(Tooltip.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(URLLabel.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] Why am I getting this warning?

2005-05-25 Thread r00t 3:16

Well, I think it is more then that because, I removed all the Debug_*
directories all the Release_* and the directories which are relevant to the
builds thinking maybe something was corrupt. But after a clean build again I
recieved those errors...

Ill try that tool also.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 25, 2005 10:54 PM
Subject: Re: [hlcoders] Why am I getting this warning?



Run mfcclean from http://www.lost.co.nz

It is a better cleaner then the inbuilt one in the
Visual Studio IDE

Adam


--- r00t 3:16 [EMAIL PROTECTED] wrote:


I have tried everything from doing a clean build
then building. I tried a
bunch of things online about this link error as
well. This just started to
happen all of a sudden not sure what the deal is
really.

But I would really like to know how to fix it. Maybe
Valve knows what would
cause this?

Here is the error in the output window.

vgui_controls.lib(AnimatingImagePanel.obj) : warning
LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(AnimationController.obj) : warning
LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(BitmapImagePanel.obj) : warning
LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(BuildGroup.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(BuildModeDialog.obj) : warning
LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(Button.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(CheckButton.obj) : warning
LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(ComboBox.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(controls.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(Divider.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(EditablePanel.obj) : warning
LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(FocusNavGroup.obj) : warning
LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(Frame.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(HTML.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(Image.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(ImageList.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(ImagePanel.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(Label.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(Menu.obj) : warning LNK4204:


'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Debug\vc70.pdb'

is missing
debugging information for referencing module;
linking object as if no debug
info
vgui_controls.lib(MenuButton.obj) : warning LNK4204:


'd:\TrMod\src

[hlcoders] Player specific flags

2005-05-25 Thread r00t 3:16

const.h has a section for player specific flags.
..
// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK
PRECISION
#define FL_ONGROUND (10) // At rest / on the ground
#define FL_DUCKING (11) // Player flag -- Player is fully crouched
#define FL_WATERJUMP (12) // player jumping out of water
#define FL_ONTRAIN (13) // Player is _controlling_ a train, so movement
commands should be ignored on client during prediction.
#define FL_INRAIN (14) // Indicates the entity is standing in rain
#define FL_FROZEN (15) // Player is frozen for 3rd person camera
#define FL_ATCONTROLS (16) // Player can't move, but keeps key inputs for
controlling another entity
#define FL_CLIENT (17) // Is a player
#define FL_FAKECLIENT (18) // Fake client, simulated server side; don't
send network messages to them
// NOTE if you move things up, make sure to change this value
#define PLAYER_FLAG_BITS 9
snip

How do you add more player specific flags ?  Would something like this work?

#define FL_PRONE (19 )

#define PLAYER_FLAG_BITS 10 ?

Or would that cause issues with
#define FL_INWATER (19) // In water
??


As stated above we want to use only a few bits of network precision for the
player flags.
Adding the flag to the end breaks that rule


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] Player specific flags

2005-05-25 Thread r00t 3:16

oops, no he didn't replace it did not see it below the FL_PRONE..
So I guess just moving
#define PLAYER_FLAG_BITS 9
to
#define PLAYER_FLAG_BITS 10
will work ok?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 26, 2005 12:06 AM
Subject: Re: [hlcoders] Player specific flags



I have a working prone I just wanted to add those flags I have 3 to add


He replaced FL_WATERJUMP
I guess I could replace a few things but really was hoping there was a
better way of doing this.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Stephen Micheals [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 25, 2005 11:41 PM
Subject: Re: [hlcoders] Player specific flags



This might be of some help:
http://swallowbush.com/forum/viewtopic.php?t=339

On 5/25/05, r00t 3:16 [EMAIL PROTECTED] wrote:


How do you add more player specific flags ?  Would something like this
work?

#define FL_PRONE (19 )

#define PLAYER_FLAG_BITS 10 ?

Or would that cause issues with
#define FL_INWATER (19) // In water
??


As stated above we want to use only a few bits of network precision for
the
player flags.
Adding the flag to the end breaks that rule


r00t 3:16


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Re: [hlcoders] Player specific flags

2005-05-25 Thread r00t 3:16

I have a working prone I just wanted to add those flags I have 3 to add 

He replaced FL_WATERJUMP
I guess I could replace a few things but really was hoping there was a
better way of doing this.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Stephen Micheals [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 25, 2005 11:41 PM
Subject: Re: [hlcoders] Player specific flags



This might be of some help:
http://swallowbush.com/forum/viewtopic.php?t=339

On 5/25/05, r00t 3:16 [EMAIL PROTECTED] wrote:


How do you add more player specific flags ?  Would something like this
work?

#define FL_PRONE (19 )

#define PLAYER_FLAG_BITS 10 ?

Or would that cause issues with
#define FL_INWATER (19) // In water
??


As stated above we want to use only a few bits of network precision for
the
player flags.
Adding the flag to the end breaks that rule


r00t 3:16


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[hlcoders] Newbie question

2005-05-24 Thread r00t 3:16

Ok I ran into this situation a few times and I kind of need some help on
figuring it out as it is driving me nuts...

If there is a class eg:
CBaseGrenadeConcussion / basegrenade_concussions.cpp
that you want to use but there is not a header file for that class how do
you get a pointer to the class?

Sorry been trying to figure it out.



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] Newbie question

2005-05-24 Thread r00t 3:16

hmm yea good point, and I thought about that.
I was just wondering if there was another way to do it...


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Andrew (British_Bomber) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 24, 2005 6:11 AM
Subject: Re: [hlcoders] Newbie question



Transfer the declaration into a header file and then include that i
the main cpp?

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Re: [hlcoders] non HL question

2005-05-24 Thread r00t 3:16

uh, That isn't advised
You will probably screw up your box if you do that.

There are alot of better ways to secure the box then to just change the root
login.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Andreas Kang [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 24, 2005 7:17 PM
Subject: [hlcoders] non HL question


Hello, I'm a newb and i was just woundring howto change the root username?
In that way make the server more secure.. :) and im sure that you guys know
that :)

Med vennlig hilsen:
Andreas Kang Schøyen
Teknisk ansvarlig for NovaNett avd. CS
e-post: [EMAIL PROTECTED]
mobil: 45 44 21 88


-Opprinnelig melding-
Fra: Jeffrey botman Broome [mailto:[EMAIL PROTECTED]
Sendt: Tuesday, May 24, 2005 11:10 PM
Til: hlcoders@list.valvesoftware.com
Emne: Re: [hlcoders] SZ_GetSpace error - HL1

Jeff Fearn wrote:

On 5/23/05, Deadman Standing [EMAIL PROTECTED] wrote:


Adding -zone 8192 to the command line can sometimes help this. From
looking
at the Quake code it appears the SZ_GetSpace error occurs when the engine
overruns static buffers used to build network messages. Too many or poorly
written plugins can aggravate the situation.



I'll try that.

What exactly makes a plugin badly written? I have a bot plugin based
on HPB bot that might be at fault, but no idea what to target to fix
it.


The HPB bot can generate the SZ_GetSpace crash when displaying lots of
waypoints (if you are editing waypoints on the client).  The waypoint
display method sends a reliable network message for each waypoint line
drawn.  If enough of these reliable messages are sent in too short a
time period, the buffer overflows.

One of the Counter-Strike bot authors (I don't remember which one)
changed this to use an un-reliable message for displaying these lines
which helps prevent the overflow.  In the worst case, sometimes a
waypoint line wouldn't get drawn and then would appear the next time it
was updated.

The SZ_GetSpace crashing problem also occurred if some plugin attempts
to send a network message to a fake client (bot).  The HPB bot code
tries to prevent this, but there can still be cases of other pluggins
running (if you are using metamod, which it sounds like you are not)
that send a network message to all players that could cause this problem.

--
Jeffrey botman Broome

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Re: [hlcoders] non HL question

2005-05-24 Thread r00t 3:16

If he is worried about someone cracking his password use a better password.

Changing the root login for security isn't doing much.
Most exploits, exploit the UID 0 and GID 0 so changing root to something
else will not.

Firewall the box using iptables, disable shell access except from trusted IP
addresses.
If you need people to have shell accounts. Disable root login via shell. Are
probably the better solutions..

Changing the root password will help only if someone is trying to crack the
password using brute force.
More times then not if they are trying to guess the root password the know
they system already and probably cat /etc/passwd so they know what the root
login
would of been changed to already. eg web server?
?php system(cat /etc/passwd); ?

Take away the ability of them trying to even be able to login as root would
be a better solution.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 24, 2005 8:40 PM
Subject: Re: [hlcoders] non HL question



On 5/24/05, r00t 3:16 [EMAIL PROTECTED] wrote:

uh, That isn't advised
You will probably screw up your box if you do that.


It won't break anything.


There are alot of better ways to secure the box then to just change the
root
login.


True, but it's a good first step.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Andreas Kang [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 24, 2005 7:17 PM
Subject: [hlcoders] non HL question


Hello, I'm a newb and i was just woundring howto change the root
username_

?

In that way make the server more secure.. :) and im sure that you guys
know
that :)


man passwd

Jeff

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Re: [hlcoders] non HL question

2005-05-24 Thread r00t 3:16

lol,

He asked how to change the username not the password...
If he meant the password then as root
type passwd on the command without the quotes.


r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 24, 2005 11:06 PM
Subject: RE: [hlcoders] non HL question



Quote--
Hello, I'm a newb and i was just woundring howto change the root username?
In that way make the server more secure.. :) and im sure that you guys
know
that :)
--Quote

-Original Message-
From: Jeff Fearn [mailto:[EMAIL PROTECTED]
Sent: May 24, 2005 10:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] non HL question

On 5/24/05, r00t 3:16 [EMAIL PROTECTED] wrote:

If he is worried about someone cracking his password use a better

password.

Which is exactly what he asked how to do.

--snip--

Jeff

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Re: [hlcoders] RenderView and effects.

2005-05-23 Thread r00t 3:16


Yea, I guess the best thing for this would be to make my own temp effect.
Similar to that of the te-Explode()
That way once it gets networked to the client I can handle how bad they are
flashed etc.

Would this be the better way of doing this?


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 23, 2005 1:30 AM
Subject: Re: [hlcoders] RenderView and effects.



Ohh ok

At least we do know where we can get some base code
from

Adam


--- r00t 3:16 [EMAIL PROTECTED] wrote:

I actually already knew about this function
UTIL_ScreenFade( pTarget, white, 3.0, 0.5, FFADE_IN
);
Few things. I guess I could do some kind of filter
to see who was within the
flashbang radius etc..
However this is not the effect I was after after the
flash starts to wear
off.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 8:47 PM
Subject: Re: [hlcoders] RenderView and effects.


 npc_scaner

 Take a look at its flash effect (come on, this is
 SIMPLEZ!)

 I dont have the code on me, but i belive if you
stole
 all of npc_scaners' code, and removed his think
 functions (AI Think), you would have a rather good
 flash bang!

 Adam


 --- r00t 3:16 [EMAIL PROTECTED] wrote:
 I am messing around with some effects right now
in
 CViewRender::RenderView
 Currenlty just using mat_mytest for now to see
what
 it looks like.
 This will be a flashbang at some point.. Just
trying
 to figure out how the
 effects work right now..

 I have something decent but I am not sure as to
why
 it does the following

 This is when I am not flashed. (eg: mat_mytest 0
)

 The level is just a test level which we were
testing
 ladder code on.




http://www.totalretribution.com/r00t316/broke/notflashed.jpg


 Notice the weapon is the smg1 and which way I am
 looking.
 Behind me is the ladders etc...

 Now when I have mat_mytest 1 set




http://www.totalretribution.com/r00t316/broke/flashed.jpg


 Notice the weapon is not the smg1 it is just a
test
 weapon which I am not
 even caring atm.
 Also notice that it shows me looking at the
ladders.

 Somehow I need to clear the FrameBuffer ? and
update
 it with the current
 view. Not sure how to do that right now, but why
is
 it showing something
 totally different ?
 I was using that untextured weapon when I first
 started this. I since then
 recompiled and re launched the mod but it is
still
 showing what is behind me
 and it is not showing my current weapon..

 Any help would be greatly appreciated.


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


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[hlcoders] Just making sure I understand this before I keep going.

2005-05-23 Thread r00t 3:16


I just wanted to make sure I understand this correctly before I continue...

Temp entities are for the most part effects in game. Which get networked to
the client and then the effects are displayed.

So for example flashbangs / teargas / smoke grenade types, would have these
kind of temp entities effects?

If anyone has a better solution, please let me know.



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] Nightvision

2005-05-23 Thread r00t 3:16

Did you have to compile a new shader or can you use the built in shaders
already in hl2 ?


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ignacio MartĂ­n [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 23, 2005 8:40 PM
Subject: Re: [hlcoders] Nightvision



--
[ Picked text/plain from multipart/alternative ]
Hi people. You should take a look at sdk_postprocess that valve included
in
the sdk. Take a look also at authoring shaders. I have already finished
my
NV and it looks great using shaders. The idea is to render the scene to a
texture, which your shader will use, convert it to greyscale, apply an
amplification factor (multiply) and double or so the green component. You
can improve it adding a noise texture.
Think of a shader as a material, so you have to apply this NV material to
a
full-screen quad. As I have told you before, the key is in
sdk_postprocess.


2005/5/23, Ian Warwick [EMAIL PROTECTED]:


I heard CS:S NVG is a shader, but if it is, then I can't find the files
for it in any of the GCF files. The main problem is if the players PC's
hardware supports shaders, but personally I would'nt let that be a
problem.

Shaders are a bit to deep for me at the moment, to do anything original
and decent you need a good grasp of mathematics, however there are tools
that make it easier, Nvidia's rendermonkey is quite cool.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
(British_Bomber)
Sent: 23 May 2005 14:06
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Nightvision

I appologize if this a really dumb question.

I have my NVG completely finished except for the effect itself. I was
hoping to recreate real nightvision by simply amplifying the original
lights, except for the fact I can't get information about the original
lights it's perfect...

So I decided for right now just to use our mod's original NVG effect
a massivly bright dlight. Simple enough except for the fact that the
dlights I use decided not to have an option for their brightness. Am I
just blind?

Also does anyone know how CS:S did the NVG, same thing? (my CS:S decided
to stop working on me a few weeks back so I haven't been able to look at
it )

Or even, I've heard people talking about using shaders, but I am cluless
on how to implement that, any general pointers, hell even pro's and
cons.

Anyway :D Thanks for any help on such a nub subject

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[hlcoders] Shaders

2005-05-22 Thread r00t 3:16


Does the hl2mp sdk or the  base MP SDK use the standard shaders that shipped
with halflife 2 if you do not compile the shaders which ship with the sdk's?

I am just wondering if we have access to all those. Plus any custom ones we
make. etc..

r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] catching the OK click on the MOTD? -- ignore previous post.

2005-05-22 Thread r00t 3:16

I was trying different things, I had something similar to what omega had but
it wasn't working for some reason...

I actually had the code like the below,  however I am not sure if it is
possible to access the game rules info from within the panel class.
Reason for this is because depending on the game mode a different panel
would open.

r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 9:24 AM
Subject: RE: [hlcoders] catching the OK click on the MOTD? -- ignore
previous post.



K so it was way easier than I thought it was.
Disregard all the other code I had posted then just do this:
Add virtual void OnCommand( const char *command); to CHL2MPTextWindow.
then in the cpp
void CHL2MPTextWindow::OnCommand( const char *command)
{
   if (!Q_strcmp(command, okay))
   {
if ( m_szExitCommand[0] )
{
engine-ClientCmd( m_szExitCommand );
}

//only change between the default one and this? Show the team menu when we
close! :)

m_pViewPort-ShowPanel( PANEL_TEAM, true );
m_pViewPort-ShowPanel( this, false );
}

BaseClass::OnCommand(command);
}


-Original Message-
From: Tony omega Sergi [mailto:[EMAIL PROTECTED]
Sent: May 22, 2005 8:58 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] catching the OK click on the MOTD?

I used what I call a server side hack to workaround the motd problem. I
call it a hack because the more I've been playin with vgui2 now, I realize
there's probably better ways to do it. Anyway, here's what I did:

I added a bool to Cbaseplayer,  bMOTDActive
Then added a client command under gamerules called motd_closed
Then in the message to show the motd, I set
data-SetString( msg, motd ); // use this
stringtable entry
data-SetString( cmd, motd_closed );// exec this command when
panel closed

pPlayer-bMOTDActive = true; //TODO omega; need to check if motd.txt
exists, if it doesn't, don't bother sending teh MOTD menu

then in my playerspawn function:
//omega; if the motd hasn't been shown, then we need to draw
the team menu
if (!pPlayer-bMOTDActive)
pPlayer-ShowViewPortPanel(team, true);

and the client command:
if ( FStrEq( cmd, motd_closed) )
{
ShowViewPortPanel(team, true);
return TRUE; //omega; added to show the team menu after the
MOTD is closed
}

That's about it.

Could probably do all that on the client (let the other menus open, just
hide them when the motd is open instead) but when I did this, I wasn't
sure
(well to tell the truth, I'm still not sure how to do it properly ;))


-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: May 22, 2005 12:25 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] catching the OK click on the MOTD?


Sorry if this was asked before...
I am not quite sure how to catch this to see if the button is clicked so I
can bring up the team menu.

Would I do it in the ConCommand() where the okay is specified then use
something like
m_pViewPort-ShowPanel( ???, true );
Or should I add this in the ClientCommand of CHL2MP_Player ?

I actually tried catching the okay in the ClientCommand of
CHL2MP_Player::ClientCommand() but it did not work.



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] catching the OK click on the MOTD? -- ignore previous post.

2005-05-22 Thread r00t 3:16

How I did mine is like this. Not sure if this is the best way but it works.
Not sure how to do it just in the client project because I need to access
what Game Mode is on.
in hl2mp_client.cpp
Where the motd loads up.
data-SetString( cmd , motd_closed);

in hl2mp_player.cpp
CHL2MP_Player::ClientCommand()

if ( FStrEq( cmd, motd_closed ) )
{

   if ( TRGameRules()-GetGameRules() == MODE_SS )
   {
   ShowViewPortPanel(squadteam, true );
   }
   else if ( TRGameRules()-GetGameRules() == MODE_TS )
   {
   ShowViewPortPanel(team, true );
   }

return true;
}

I thought I tried the exact same thing last night but I guess not...


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 9:24 AM
Subject: RE: [hlcoders] catching the OK click on the MOTD? -- ignore
previous post.



K so it was way easier than I thought it was.
Disregard all the other code I had posted then just do this:
Add virtual void OnCommand( const char *command); to CHL2MPTextWindow.
then in the cpp
void CHL2MPTextWindow::OnCommand( const char *command)
{
   if (!Q_strcmp(command, okay))
   {
if ( m_szExitCommand[0] )
{
engine-ClientCmd( m_szExitCommand );
}

//only change between the default one and this? Show the team menu when we
close! :)

m_pViewPort-ShowPanel( PANEL_TEAM, true );
m_pViewPort-ShowPanel( this, false );
}

BaseClass::OnCommand(command);
}


-Original Message-
From: Tony omega Sergi [mailto:[EMAIL PROTECTED]
Sent: May 22, 2005 8:58 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] catching the OK click on the MOTD?

I used what I call a server side hack to workaround the motd problem. I
call it a hack because the more I've been playin with vgui2 now, I realize
there's probably better ways to do it. Anyway, here's what I did:

I added a bool to Cbaseplayer,  bMOTDActive
Then added a client command under gamerules called motd_closed
Then in the message to show the motd, I set
data-SetString( msg, motd ); // use this
stringtable entry
data-SetString( cmd, motd_closed );// exec this command when
panel closed

pPlayer-bMOTDActive = true; //TODO omega; need to check if motd.txt
exists, if it doesn't, don't bother sending teh MOTD menu

then in my playerspawn function:
//omega; if the motd hasn't been shown, then we need to draw
the team menu
if (!pPlayer-bMOTDActive)
pPlayer-ShowViewPortPanel(team, true);

and the client command:
if ( FStrEq( cmd, motd_closed) )
{
ShowViewPortPanel(team, true);
return TRUE; //omega; added to show the team menu after the
MOTD is closed
}

That's about it.

Could probably do all that on the client (let the other menus open, just
hide them when the motd is open instead) but when I did this, I wasn't
sure
(well to tell the truth, I'm still not sure how to do it properly ;))


-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: May 22, 2005 12:25 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] catching the OK click on the MOTD?


Sorry if this was asked before...
I am not quite sure how to catch this to see if the button is clicked so I
can bring up the team menu.

Would I do it in the ConCommand() where the okay is specified then use
something like
m_pViewPort-ShowPanel( ???, true );
Or should I add this in the ClientCommand of CHL2MP_Player ?

I actually tried catching the okay in the ClientCommand of
CHL2MP_Player::ClientCommand() but it did not work.



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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[hlcoders] RenderView and effects.

2005-05-22 Thread r00t 3:16

I am messing around with some effects right now in
CViewRender::RenderView
Currenlty just using mat_mytest for now to see what it looks like.
This will be a flashbang at some point.. Just trying to figure out how the
effects work right now..

I have something decent but I am not sure as to why it does the following

This is when I am not flashed. (eg: mat_mytest 0 )

The level is just a test level which we were testing ladder code on.
http://www.totalretribution.com/r00t316/broke/notflashed.jpg

Notice the weapon is the smg1 and which way I am looking.
Behind me is the ladders etc...

Now when I have mat_mytest 1 set
http://www.totalretribution.com/r00t316/broke/flashed.jpg

Notice the weapon is not the smg1 it is just a test weapon which I am not
even caring atm.
Also notice that it shows me looking at the ladders.

Somehow I need to clear the FrameBuffer ? and update it with the current
view. Not sure how to do that right now, but why is it showing something
totally different ?
I was using that untextured weapon when I first started this. I since then
recompiled and re launched the mod but it is still showing what is behind me
and it is not showing my current weapon..

Any help would be greatly appreciated.


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] catching the OK click on the MOTD? -- ignore previous post.

2005-05-22 Thread r00t 3:16

Thank you omega.
I do not have that variable networked atm.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 8:05 PM
Subject: RE: [hlcoders] catching the OK click on the MOTD? -- ignore
previous post.



You can do all that with the one function that I modified in my post
there.

#include trgamerules.h -- or whatever your header is.

void CHL2MPTextWindow::OnCommand( const char *command)
{
  if (!Q_strcmp(command, okay))
  {
if ( m_szExitCommand[0] )
{
engine-ClientCmd( m_szExitCommand );
}
//only change between the default one and this? Show the team menu when we
close! :)
   if ( TRGameRules()-GetGameRules() == MODE_SS )
   {
m_pViewPort-ShowPanel(squadteam, true );
   }
   else if ( TRGameRules()-GetGameRules() == MODE_TS )
   {
m_pViewPort-ShowPanel(team, true );
   }
m_pViewPort-ShowPanel( this, false );
}

As long as you network the variable GetGameRules() uses.

-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: May 22, 2005 7:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] catching the OK click on the MOTD? -- ignore
previous post.

How I did mine is like this. Not sure if this is the best way but it
works.
Not sure how to do it just in the client project because I need to access
what Game Mode is on.
in hl2mp_client.cpp
Where the motd loads up.
data-SetString( cmd , motd_closed);

in hl2mp_player.cpp
CHL2MP_Player::ClientCommand()

if ( FStrEq( cmd, motd_closed ) )
{

   if ( TRGameRules()-GetGameRules() == MODE_SS )
   {
   ShowViewPortPanel(squadteam, true );
   }
   else if ( TRGameRules()-GetGameRules() == MODE_TS )
   {
   ShowViewPortPanel(team, true );
   }

return true;
}

I thought I tried the exact same thing last night but I guess not...


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 9:24 AM
Subject: RE: [hlcoders] catching the OK click on the MOTD? -- ignore
previous post.



K so it was way easier than I thought it was.
Disregard all the other code I had posted then just do this:
Add virtual void OnCommand( const char *command); to CHL2MPTextWindow.
then in the cpp
void CHL2MPTextWindow::OnCommand( const char *command)
{
   if (!Q_strcmp(command, okay))
   {
if ( m_szExitCommand[0] )
{
engine-ClientCmd( m_szExitCommand );
}

//only change between the default one and this? Show the team menu when
we
close! :)

m_pViewPort-ShowPanel( PANEL_TEAM, true );
m_pViewPort-ShowPanel( this, false );
}

BaseClass::OnCommand(command);
}


-Original Message-
From: Tony omega Sergi [mailto:[EMAIL PROTECTED]
Sent: May 22, 2005 8:58 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] catching the OK click on the MOTD?

I used what I call a server side hack to workaround the motd problem. I
call it a hack because the more I've been playin with vgui2 now, I
realize
there's probably better ways to do it. Anyway, here's what I did:

I added a bool to Cbaseplayer,  bMOTDActive
Then added a client command under gamerules called motd_closed
Then in the message to show the motd, I set
data-SetString( msg, motd ); // use this
stringtable entry
data-SetString( cmd, motd_closed );// exec this command when
panel closed

pPlayer-bMOTDActive = true; //TODO omega; need to check if motd.txt
exists, if it doesn't, don't bother sending teh MOTD menu

then in my playerspawn function:
//omega; if the motd hasn't been shown, then we need to draw
the team menu
if (!pPlayer-bMOTDActive)
pPlayer-ShowViewPortPanel(team, true);

and the client command:
if ( FStrEq( cmd, motd_closed) )
{
ShowViewPortPanel(team, true);
return TRUE; //omega; added to show the team menu after the
MOTD is closed
}

That's about it.

Could probably do all that on the client (let the other menus open, just
hide them when the motd is open instead) but when I did this, I wasn't
sure
(well to tell the truth, I'm still not sure how to do it properly ;))


-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: May 22, 2005 12:25 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] catching the OK click on the MOTD?


Sorry if this was asked before...
I am not quite sure how to catch this to see if the button is clicked so
I
can bring up the team menu.

Would I do it in the ConCommand() where the okay is specified then use
something like
m_pViewPort-ShowPanel( ???, true );
Or should I add this in the ClientCommand of CHL2MP_Player ?

I actually tried catching the okay in the ClientCommand of
CHL2MP_Player::ClientCommand() but it did not work.



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] RenderView and effects.

2005-05-22 Thread r00t 3:16

lol that is kind of cheating and I didn't even look at that file.
I will check the file out however.




r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 8:47 PM
Subject: Re: [hlcoders] RenderView and effects.



npc_scaner

Take a look at its flash effect (come on, this is
SIMPLEZ!)

I dont have the code on me, but i belive if you stole
all of npc_scaners' code, and removed his think
functions (AI Think), you would have a rather good
flash bang!

Adam


--- r00t 3:16 [EMAIL PROTECTED] wrote:

I am messing around with some effects right now in
CViewRender::RenderView
Currenlty just using mat_mytest for now to see what
it looks like.
This will be a flashbang at some point.. Just trying
to figure out how the
effects work right now..

I have something decent but I am not sure as to why
it does the following

This is when I am not flashed. (eg: mat_mytest 0 )

The level is just a test level which we were testing
ladder code on.


http://www.totalretribution.com/r00t316/broke/notflashed.jpg


Notice the weapon is the smg1 and which way I am
looking.
Behind me is the ladders etc...

Now when I have mat_mytest 1 set


http://www.totalretribution.com/r00t316/broke/flashed.jpg


Notice the weapon is not the smg1 it is just a test
weapon which I am not
even caring atm.
Also notice that it shows me looking at the ladders.

Somehow I need to clear the FrameBuffer ? and update
it with the current
view. Not sure how to do that right now, but why is
it showing something
totally different ?
I was using that untextured weapon when I first
started this. I since then
recompiled and re launched the mod but it is still
showing what is behind me
and it is not showing my current weapon..

Any help would be greatly appreciated.


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] RenderView and effects.

2005-05-22 Thread r00t 3:16

Yea I am new, flame me if you must.


r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: tei [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 9:22 PM
Subject: Re: [hlcoders] RenderView and effects.





you are new here?

:DDD


r00t 3:16 wrote:

lol that is kind of cheating and I didn't even look at that file.
I will check the file out however.




r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 8:47 PM
Subject: Re: [hlcoders] RenderView and effects.



npc_scaner

Take a look at its flash effect (come on, this is
SIMPLEZ!)

I dont have the code on me, but i belive if you stole
all of npc_scaners' code, and removed his think
functions (AI Think), you would have a rather good
flash bang!

Adam


--- r00t 3:16 [EMAIL PROTECTED] wrote:


I am messing around with some effects right now in
CViewRender::RenderView
Currenlty just using mat_mytest for now to see what
it looks like.
This will be a flashbang at some point.. Just trying
to figure out how the
effects work right now..

I have something decent but I am not sure as to why
it does the following

This is when I am not flashed. (eg: mat_mytest 0 )

The level is just a test level which we were testing
ladder code on.


http://www.totalretribution.com/r00t316/broke/notflashed.jpg



Notice the weapon is the smg1 and which way I am
looking.
Behind me is the ladders etc...

Now when I have mat_mytest 1 set


http://www.totalretribution.com/r00t316/broke/flashed.jpg



Notice the weapon is not the smg1 it is just a test
weapon which I am not
even caring atm.
Also notice that it shows me looking at the ladders.

Somehow I need to clear the FrameBuffer ? and update
it with the current
view. Not sure how to do that right now, but why is
it showing something
totally different ?
I was using that untextured weapon when I first
started this. I since then
recompiled and re launched the mod but it is still
showing what is behind me
and it is not showing my current weapon..

Any help would be greatly appreciated.


r00t 3:16
CQC Gaming
www.cqc-gaming.com




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Re: [hlcoders] RenderView and effects.

2005-05-22 Thread r00t 3:16

I actually already knew about this function
UTIL_ScreenFade( pTarget, white, 3.0, 0.5, FFADE_IN );
Few things. I guess I could do some kind of filter to see who was within the
flashbang radius etc..
However this is not the effect I was after after the flash starts to wear
off.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 8:47 PM
Subject: Re: [hlcoders] RenderView and effects.



npc_scaner

Take a look at its flash effect (come on, this is
SIMPLEZ!)

I dont have the code on me, but i belive if you stole
all of npc_scaners' code, and removed his think
functions (AI Think), you would have a rather good
flash bang!

Adam


--- r00t 3:16 [EMAIL PROTECTED] wrote:

I am messing around with some effects right now in
CViewRender::RenderView
Currenlty just using mat_mytest for now to see what
it looks like.
This will be a flashbang at some point.. Just trying
to figure out how the
effects work right now..

I have something decent but I am not sure as to why
it does the following

This is when I am not flashed. (eg: mat_mytest 0 )

The level is just a test level which we were testing
ladder code on.


http://www.totalretribution.com/r00t316/broke/notflashed.jpg


Notice the weapon is the smg1 and which way I am
looking.
Behind me is the ladders etc...

Now when I have mat_mytest 1 set


http://www.totalretribution.com/r00t316/broke/flashed.jpg


Notice the weapon is not the smg1 it is just a test
weapon which I am not
even caring atm.
Also notice that it shows me looking at the ladders.

Somehow I need to clear the FrameBuffer ? and update
it with the current
view. Not sure how to do that right now, but why is
it showing something
totally different ?
I was using that untextured weapon when I first
started this. I since then
recompiled and re launched the mod but it is still
showing what is behind me
and it is not showing my current weapon..

Any help would be greatly appreciated.


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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[hlcoders] catching the OK click on the MOTD?

2005-05-21 Thread r00t 3:16


Sorry if this was asked before...
I am not quite sure how to catch this to see if the button is clicked so I
can bring up the team menu.

Would I do it in the ConCommand() where the okay is specified then use
something like
m_pViewPort-ShowPanel( ???, true );
Or should I add this in the ClientCommand of CHL2MP_Player ?

I actually tried catching the okay in the ClientCommand of
CHL2MP_Player::ClientCommand() but it did not work.



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-20 Thread r00t 3:16

From: Stephen Micheals
I just wanted to chime in and say i would also very much like to see a
comment on this.
I believe alot of the community would like to know. It really affects all
mods.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-20 Thread r00t 3:16
So it just loads the hl2 deathmatch dll's ?
I guess I should of looked into that more i suppose.
Now that I am looking at the actual install, you are correct. No bin
directory. So back to what I originally said.
The HL2 Deathmatch code is not the same or is different in some way then the
HL2MP SDK

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 6:44 PM
Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death match
but not the sdk?

At any rate, if you install a fresh copy of the hl2 mp sdk and run it
without compiling anything it works just like the hl2 deathmatch.
No jerkiness on ladders etc.
As soon as you compile the jerkiness appears again.
HHAHAHAHHAHA, wrong my friend, but you were on the right track.
You see, the HL2DM sdk comes with no dlls. I found this out the hard
way when I tried to run it under HL source, I was wondering why I had
a hornet gun and run really fast. Then I looked in bin, SHOCK, GASP,
HORROR, no dlls. In other words we are back to our original point,
HL2DM doesn't jerk, the sdk version does. ;)
--
Draco
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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-20 Thread r00t 3:16
Thank you Mike.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Mike Dussault [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 8:30 PM
Subject: RE: [hlcoders] Why do the ladders work smooth in hl2 death match
but not the sdk?

The code released with the SDK is a couple revisions behind the released
HL2MP binaries. I'll make sure that the ladder fix is in the code that
goes with the next release (very soon).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, May 20, 2005 1:45 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death
match but not the sdk?

From: Stephen Micheals
I just wanted to chime in and say i would also very much like to see a

comment on this.
I believe alot of the community would like to know. It really affects
all mods.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-19 Thread r00t 3:16
I agree with omega.
Does Valve plan on fixing this ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 10:45 AM
Subject: RE: [hlcoders] Why do the ladders work smooth in hl2 death match
but not the sdk?

It's not just ladders.
All physics are wonky in the SDK compared to hl2mp itself.
Compile the sdk, even copy the dlls into the hl2mp folder (in offline
mode)
and run around and it's al jerky. Dunno what valve did either.
It's like it's not the actual hl2mp source tree, but separate one.
-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: May 18, 2005 11:57 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Why do the ladders work smooth in hl2 death match but
not the sdk?
Subject sum's it up..
I try a ladder in hl2 death match and it is smooth as as be.
No jerking on dm_lockdown map
I install a fresh copy of the hl2mp sdk compile,
run dm_lockdown go to the same ladder and get on it and it is jerky..
Once you get people in the server with the hl2mp sdk it really jerks badly
going up or down ladders.
Does anyone know why the hl2 death match code works fine but the hl2mp sdk
does not?
When using cl_showpos 1 on the ladder in Half Life 2 Deathmatch the z
position doesn't not move at all.
and your velocity is bounces from 0.03 to 0.00
In the hl2mp sdk z position bounces about 0.60 up and down and your
velocity
bounces from 1 - 8 and you aren't moving.
Is it a bug of some sort with the sdk ?
Any help would be greatly appreciated as I have spent about 2 hours trying
to figure it out I thought it could of been my code but after doing
some
tests it is the hl2mp sdk code in general. I have not tried it with the MP
SDK though 
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Speed hack detection?

2005-05-19 Thread r00t 3:16
From what I have read they are using speederxp to increase the application's
speed or something.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 10:15 PM
Subject: Re: [hlcoders] Speed hack detection?

On 5/19/05, LDuke [EMAIL PROTECTED] wrote:
Sometimes a player will lag out for a couple seconds and then when his
posistion is updated he jumps to his actual location. It seems like
that would appear to be a speed hack if you weren't checking an
average speed for a long enough period of game history (10-20
seconds?).
How does this account, or not as is the case, for game time?
If the client says its game time A and I'm here, then, it's game time
B and I'm there, how is that in anyway difficult to calculate
distance/time? This is only a problem if the client doesn't send or
the server doesn't use the idea of game time.
I understood that this is how the prediction stuff works, using game
time to schedule and co-ordinate events between client and server.
I think the problem of detecting a speed hack is much more complex
than it sounds at first.
It must be :) Anyone have any links to some dicussion on this? Google
has forsaken me! ;)
Jeff.
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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-19 Thread r00t 3:16
I was kind of hoping Valve could clue all of us in as to why this is.
Considering almost all the mod's will include ladders and physics
(the jerkiness around things in the world happens in deathmatch also only
big difference i can see is the ladders)
I looked threw the code and tried to determine what is causing the jerkiness
on the ladder but still haven't found it.
At any rate, if you install a fresh copy of the hl2 mp sdk and run it
without compiling anything it works just like the hl2 deathmatch.
No jerkiness on ladders etc.
As soon as you compile the jerkiness appears again.
As omega pointed out it seems we are not using the same hl2 code base as
deathmatch...
Is Valve gonna comment ?
Be nice to know this is going to be fixed 

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 11:14 PM
Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death match
but not the sdk?

Just a thought, but why not mess with the complier
optomistions?
Mayb Valve complied with some difering options to what
the vcproj's use
Adam
--- r00t 3:16 [EMAIL PROTECTED] wrote:
I agree with omega.
Does Valve plan on fixing this ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi
[EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 10:45 AM
Subject: RE: [hlcoders] Why do the ladders work
smooth in hl2 death match
but not the sdk?
 It's not just ladders.

 All physics are wonky in the SDK compared to hl2mp
itself.
 Compile the sdk, even copy the dlls into the hl2mp
folder (in offline
 mode)
 and run around and it's al jerky. Dunno what valve
did either.

 It's like it's not the actual hl2mp source tree,
but separate one.


 -Original Message-
 From: r00t 3:16 [mailto:[EMAIL PROTECTED]
 Sent: May 18, 2005 11:57 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Why do the ladders work smooth
in hl2 death match but
 not the sdk?

 Subject sum's it up..
 I try a ladder in hl2 death match and it is smooth
as as be.
 No jerking on dm_lockdown map

 I install a fresh copy of the hl2mp sdk compile,
 run dm_lockdown go to the same ladder and get on
it and it is jerky..

 Once you get people in the server with the hl2mp
sdk it really jerks badly
 going up or down ladders.

 Does anyone know why the hl2 death match code
works fine but the hl2mp sdk
 does not?

 When using cl_showpos 1 on the ladder in Half Life
2 Deathmatch the z
 position doesn't not move at all.
 and your velocity is bounces from 0.03 to 0.00

 In the hl2mp sdk z position bounces about 0.60 up
and down and your
 velocity
 bounces from 1 - 8 and you aren't moving.

 Is it a bug of some sort with the sdk ?

 Any help would be greatly appreciated as I have
spent about 2 hours trying
 to figure it out I thought it could of been my
code but after doing
 some
 tests it is the hl2mp sdk code in general. I have
not tried it with the MP
 SDK though 


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


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[hlcoders] UTIL_TraceHull()

2005-05-18 Thread r00t 3:16
I am using the UTIL_TraceHull() to see if a player is standing inside or
touching the box I am tracing.
But I am not sure how to tell if the player was inside or not?
trace_t tr;
UTIL_TraceHull(
closest,
closest,
GetPlayerMins( ( player-GetFlags()  FL_DUCKING ) ? true : false ),
GetPlayerMaxs( ( player-GetFlags()  FL_DUCKING ) ? true : false ),
MASK_SOLID,
player,
COLLISION_GROUP_PLAYER_MOVEMENT,
tr );
tr.??
I tried a couple but they aren't working so not sure what is wrong...
Hope that makes sense.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Does anyone know (please do not post it if you do know) how the speed hack
actually works?
It seems they are somehow changing a variable in memory ? Or are they
tricking the server somehow ?
Would it easier to check if that variable or whatever they changing? Whether
it would be in memory etc?
Do that you would need a client / server type of detection I suppose...
As botman said, there are to many factors which can cause false detections
if the player is lagging.
Even the physics in-game could cause false detections.
Just throwing some ideas out there.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Erling K. Sæterdal [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 7:19 PM
Subject: Re: [hlcoders] Speed hack detection?

I have created a speedhack detector for amxmodx  ( Not released publicy as
of yet ), and i encountered alot of problems i dident think of before i
started. There is alot of things in a half-life map that can effect the
players speed  ( Ingame Entities ), that you neeed to check for.
I also found that making sure the server FPS was stable above 60 lowered
false detections.
A aggresive high ping kicker ( ppl with constatly changning ping get easly
detected )
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 12:36 AM
Subject: Re: [hlcoders] Speed hack detection?

Jeff Fearn wrote:
Say one put a threshold of 50% or 100% speed up, how would you go
about detecting that in a server plugin?
What I would do is keep a list of players currently on the server (store
their edict as they connect along with their current location).  The
player's location can be obtained from the
ICollideable::GetCollisionOrigin() function.
If your server plugin GetFrame() function keep checking each player's
current location every so often (say every 0.5 seconds).
The current location (in the array of players that you keep in your
plugin) becomes the previous location.  Subtract the player's current
location from the previous location to get a vector.  Determine the
length of that vector (the distance between now and then), and divide
the distance by the time (to get speed, i.e. units/second).  Store the
new current location in the current location field of your array of
players.
If the speed calculated is above the server max, increment a hack
counter.  If the speed is below the server max, decrement the hack
counter (not letting it fall below 0).  When the hack counter reaches
some maximum amount (let's say 6, which would be 3 seconds worth of
compares), warn the player that the server thinks they are speed hacking
and they will be given a 30 second grace period to turn it off or be
banned from the server.
Don't check them again for 30 seconds, then if they continue to reach
the hack count, ban them.
It's not fool proof and can lead to some false positives, but as long as
you allow enough time between comparisons (the 0.5 second window) and as
long as you require consecutive check failures (the counting to 6
thing), you should have less people failing due to high latency network
connections.
The only problem is how do you handle falling speeds (if you have a long
drop that can last for 5 or 6 seconds) and how do you handle teleporters
which will look like an intantaneous jump from point A to point B making
a speed that approaches the speed of light!  :)
Again, averaging things out over several seconds should help avoid even
these problems.
--
Jeffrey botman Broome
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Is there a way to test to see if someone's systems clock is running slower
or quicker? From the server itself?
You could probably do this in a mod where the client would notify the server
of the clock speed of the client. Compared to the servers if it is
threshold faster (or slower) they are speed hacking.
Plugin probably wouldn't work so well unless there was some kind of client
part of the plugin.
Just another idea... I wonder if vac2 would be able to detect this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 7:54 PM
Subject: Re: [hlcoders] Speed hack detection?

r00t 3:16 wrote:
Does anyone know (please do not post it if you do know) how the speed
hack
actually works?
It seems they are somehow changing a variable in memory ? Or are they
tricking the server somehow ?
Usually the client's system clock is running faster (slower?) than
normal, I can't remember which way the system clock needs to go to make
the game engine think time is passing more slowly.  Your client machine
is running faster than normal so normal movement speed on your machine
become high movement speed on the server (who's running on a different
clock speed).
If the client's game engine is ticking faster/slower than the server's
game engine, the client will be able to move larger distances over the
same amount of time.  It's sort of like the reverse of Einstein's theory
of relativity.  Distances become smaller for people who are moving
faster in time (or something like that).
--
Jeffrey botman Broome
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Re: [hlcoders] Player Leaning

2005-05-18 Thread r00t 3:16
I have player leaning working (it isn't perfect needs some tweaking but it
works)
You need to transition the player to the left / right Using the player
angles and the ViewOffset
The angle will roll the camera a little and the view will shift the camera
to the left or right a little. Also you need to drop it down a little also.
if you lean over your hieght drops a tad.
Once the transition is done, You have to keep updating the viewoffset so
when the player spins he will always be leaning to the same direction. If
you do not do this , if you are standing still he will lean left but if you
turn right or left we will be leaning forward or backwards depending on the
way you turn. So you have to keep updating the veiwoffset.
What I did was once the transition is done figure out what the maximum lean
would and then just keep setting that
// Would fully peek them transition time has expired lean em over.
Vector vOffset, vTrueOffset,vRight;
player-EyeVectors(NULL, vRight, NULL); // consume memory much ?
vTrueOffset = vRight * -20; // This is the full left peek -20 units.
vOffset = player-GetViewOffset();
vOffset.x = clamp(vTrueOffset.x, -20, 20); // clamp it just incase
vOffset.y = clamp(vTrueOffset.y, -20, 20); // clamp it just in case
player-SetViewOffset(vOffset);
CategorizePosition();
// this is in the transition period...
Vector vRight, vLeft, vUp;
vUp = player-GetViewOffset();
player-EyeVectors(NULL, vRight, NULL ); // get the vRight vector x,y
vLeft = vRight * -2.50;
// below is kind of cheesy but I was figuring out a way to do it all at once
player-m_Local.m_vecPunchAngle.Set( ROLL, -flPeekMilliseconds * 0.025 ); //
this will roll the camera 0.025 for the transition period
player-SetViewOffset(vLeft);

That is a snip of code of how I did it. Yea it might not be pretty but this
was back when the MP SDK first came out.
I haven't had a chance to implement peaking and prone in the hl2mp sdk as of
yet..
For help on the transition stuff look at the Duck() function in
gamemovement.cpp
Hope that helps.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Michael Kramer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 8:14 PM
Subject: Re: [hlcoders] Player Leaning

Would I use the ViewOffset() funtion? I found that out just barely
using the SnapEyeAngles(); Function (I think it is that function) and
it just turns the camera.
On 5/18/05, Kuja [EMAIL PROTECTED] wrote:
Michael Kramer wrote:
I am trying to do player leaning...I have gotten everything except the
command...I am using ViewPunch(); for right now but it doesn't
stay...Does anyone know if there is a way I can rotate the FOV or make
it so that ViewPunch can stay? Thanx :D

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Simply rolling the view won't exactly be leaning, it'd be more like
tilting your head. To do leaning properly, you need to offset the view
and rotate it ;)
-Kuja
 Digital Paintball
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
True. Any anti cheat for that matter needs to be update constantly to be
affective.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Michael Kramer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 8:54 PM
Subject: Re: [hlcoders] Speed hack detection?
But then whoever writes the hacks would find that exploit and make it
so it tricks the server to make him think is ping was 400++ a lag
hack
On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
I dont know what LPBs firstly.
If someone has a constant ping of 400 im sure that fine, but the problem
with when a users ping spikes, when this happens your speedhack detectors
gets a false detection.
This can easly be seen if a user is running a p2p program in the
background,
his ping can easly go from 50 ish to 400+++  for a minor second. Its
posible
someone with a better understand of the HL engine can make a better
solution
then what i made.
You could proberbly add a ping check that made sure his ping at least was
stable, as a midle ground.
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 1:32 AM
Subject: Re: [hlcoders] Speed hack detection?
high ping kicking is mean and spiteful. I don't want to rant about it,
but lag comp nullifies any complaints LPBs have. (which should be
none, because HPBs don't lag the game. if anything LPBs with
aggressive settings do.)
On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
 I have created a speedhack detector for amxmodx  ( Not released publicy
 as
 of yet ), and i encountered alot of problems i dident think of before i
 started. There is alot of things in a half-life map that can effect the
 players speed  ( Ingame Entities ), that you neeed to check for.
 I also found that making sure the server FPS was stable above 60 lowered
 false detections.
 A aggresive high ping kicker ( ppl with constatly changning ping get
 easly
 detected )

 - Original Message -
 From: Jeffrey botman Broome [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, May 19, 2005 12:36 AM
 Subject: Re: [hlcoders] Speed hack detection?


  Jeff Fearn wrote:
 
  Say one put a threshold of 50% or 100% speed up, how would you go
  about detecting that in a server plugin?
 
  What I would do is keep a list of players currently on the server
  (store
  their edict as they connect along with their current location).  The
  player's location can be obtained from the
  ICollideable::GetCollisionOrigin() function.
 
  If your server plugin GetFrame() function keep checking each player's
  current location every so often (say every 0.5 seconds).
 
  The current location (in the array of players that you keep in your
  plugin) becomes the previous location.  Subtract the player's
  current
  location from the previous location to get a vector.  Determine the
  length of that vector (the distance between now and then), and divide
  the distance by the time (to get speed, i.e. units/second).  Store the
  new current location in the current location field of your array of
  players.
 
  If the speed calculated is above the server max, increment a hack
  counter.  If the speed is below the server max, decrement the hack
  counter (not letting it fall below 0).  When the hack counter reaches
  some maximum amount (let's say 6, which would be 3 seconds worth of
  compares), warn the player that the server thinks they are speed
  hacking
  and they will be given a 30 second grace period to turn it off or be
  banned from the server.
 
  Don't check them again for 30 seconds, then if they continue to reach
  the hack count, ban them.
 
  It's not fool proof and can lead to some false positives, but as long
  as
  you allow enough time between comparisons (the 0.5 second window) and
  as
  long as you require consecutive check failures (the counting to 6
  thing), you should have less people failing due to high latency
  network
  connections.
 
  The only problem is how do you handle falling speeds (if you have a
  long
  drop that can last for 5 or 6 seconds) and how do you handle
  teleporters
  which will look like an intantaneous jump from point A to point B
  making
  a speed that approaches the speed of light!  :)
 
  Again, averaging things out over several seconds should help avoid
  even
  these problems.
 
  --
  Jeffrey botman Broome
 
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  please visit:
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Yes, that is kind of crazy really.
But what is weird, if they are speeding up the clock would you foot alot
faster and throw grenades faster etc?
I seen the speed hack only 1 or 2 times and didnt' remember seeing them fire
faster but it might be hard to tell dunno..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 9:32 PM
Subject: Re: [hlcoders] Speed hack detection?

On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
r00t 3:16 wrote:
 Does anyone know (please do not post it if you do know) how the speed
 hack
 actually works?
 It seems they are somehow changing a variable in memory ? Or are they
 tricking the server somehow ?
Usually the client's system clock is running faster (slower?) than
normal, I can't remember which way the system clock needs to go to make
the game engine think time is passing more slowly.  Your client machine
is running faster than normal so normal movement speed on your machine
become high movement speed on the server (who's running on a different
clock speed).
If the client's game engine is ticking faster/slower than the server's
game engine, the client will be able to move larger distances over the
same amount of time.  It's sort of like the reverse of Einstein's theory
of relativity.  Distances become smaller for people who are moving
faster in time (or something like that).
Surely this is where it should be caught by the engine. I don't mean
the engine should ban/stop/warn the player, but that the engine should
know that even though the cheater is saying this is tick 3000, the
server is only at tick 2000, and thus the movement should not be
processed until tick 3000.
i.e even if the game plays faster on the cheaters computer, those
extra ticks should not be processed inline by the server and should
not be propigated to the other clients until it's the right time.
Obviously I am very wrong, because if it was that easy it would be
fixed ... google is my friend, I go visit him now ;)
Jeff
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
but it should reload faster though cause reloading is tick based ?
Weird stuff...
I know in some other games you can turn the game speed up on the server.
The first speed hack I ever seen was on one of those games and it was like
the client had their game speed way up but the servers and the other clients
had their's set to the normal.
I guess that is what botman was saying...
As Andrew said you would think the server would do sanity checks on those
sort of things, because those seem to be a global variable?


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 10:22 PM
Subject: Re: [hlcoders] Speed hack detection?

Yes, speed hacks enable you to fire faster. With a 6x speed hack you can
empty a clip of the AK47 in practically no time. It doesn't let you reload
faster, though.
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 6:56 PM
Subject: Re: [hlcoders] Speed hack detection?

Yes, that is kind of crazy really.
But what is weird, if they are speeding up the clock would you foot alot
faster and throw grenades faster etc?
I seen the speed hack only 1 or 2 times and didnt' remember seeing them
fire
faster but it might be hard to tell dunno..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 9:32 PM
Subject: Re: [hlcoders] Speed hack detection?
 On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 r00t 3:16 wrote:
  Does anyone know (please do not post it if you do know) how the
  speed
  hack
  actually works?
  It seems they are somehow changing a variable in memory ? Or are
  they
  tricking the server somehow ?

 Usually the client's system clock is running faster (slower?) than
 normal, I can't remember which way the system clock needs to go to
 make
 the game engine think time is passing more slowly.  Your client
 machine
 is running faster than normal so normal movement speed on your machine
 become high movement speed on the server (who's running on a different
 clock speed).

 If the client's game engine is ticking faster/slower than the server's
 game engine, the client will be able to move larger distances over the
 same amount of time.  It's sort of like the reverse of Einstein's
theory
 of relativity.  Distances become smaller for people who are moving
 faster in time (or something like that).

 Surely this is where it should be caught by the engine. I don't mean
 the engine should ban/stop/warn the player, but that the engine should
 know that even though the cheater is saying this is tick 3000, the
 server is only at tick 2000, and thus the movement should not be
 processed until tick 3000.

 i.e even if the game plays faster on the cheaters computer, those
 extra ticks should not be processed inline by the server and should
 not be propigated to the other clients until it's the right time.

 Obviously I am very wrong, because if it was that easy it would be
 fixed ... google is my friend, I go visit him now ;)

 Jeff

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[hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-18 Thread r00t 3:16
Subject sum's it up..
I try a ladder in hl2 death match and it is smooth as as be.
No jerking on dm_lockdown map
I install a fresh copy of the hl2mp sdk compile,
run dm_lockdown go to the same ladder and get on it and it is jerky..
Once you get people in the server with the hl2mp sdk it really jerks badly
going up or down ladders.
Does anyone know why the hl2 death match code works fine but the hl2mp sdk
does not?
When using cl_showpos 1 on the ladder in Half Life 2 Deathmatch the z
position doesn't not move at all.
and your velocity is bounces from 0.03 to 0.00
In the hl2mp sdk z position bounces about 0.60 up and down and your velocity
bounces from 1 - 8 and you aren't moving.
Is it a bug of some sort with the sdk ?
Any help would be greatly appreciated as I have spent about 2 hours trying
to figure it out I thought it could of been my code but after doing some
tests it is the hl2mp sdk code in general. I have not tried it with the MP
SDK though 
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-18 Thread r00t 3:16
No the multiplayer code.
Halflife 2 Multiplayer SDK
Compared to the Half Life 2 Deathmatch..
The Half Life 2 Multiplayer SDK is the Half Life 2 Deathmatch code right?
If so then why the big difference ?
Load half life 2 deathmatch climb a ladder in dm_lockdown.
Then install Half Life 2 Multiplayer SDK compile and climb a ladder in
dm_lockdown.. HUGE difference.
I just ran 2 tests again and it seems the velocity in hl2 deathmatch
fluxuates from 0.00 - 0.01  that is standing still (hard to read tho cause
it kind of is fast)
Once on a ladder in hl2 deathmatch you velocity fluxuates about the same
standing still but your z position does not fluxuate at all..
In the hl2mp sdk standing still  your velocity is around 0.00 to 0.04
standing still
On a ladder however standing still your velocity jumps all over the places
and so does your z position which makes it very very jerky.
Hope I explained that well enough :)
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 12:06 AM
Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death match
but not the sdk?

QUOTE
tests it is the hl2mp sdk code in general. I have not
tried it with the MP SDK though 
/QUOTE
Do you mean SP?
--- r00t 3:16 [EMAIL PROTECTED] wrote:
Subject sum's it up..
I try a ladder in hl2 death match and it is smooth
as as be.
No jerking on dm_lockdown map
I install a fresh copy of the hl2mp sdk compile,
run dm_lockdown go to the same ladder and get on it
and it is jerky..
Once you get people in the server with the hl2mp sdk
it really jerks badly
going up or down ladders.
Does anyone know why the hl2 death match code works
fine but the hl2mp sdk
does not?
When using cl_showpos 1 on the ladder in Half Life 2
Deathmatch the z
position doesn't not move at all.
and your velocity is bounces from 0.03 to 0.00
In the hl2mp sdk z position bounces about 0.60 up
and down and your velocity
bounces from 1 - 8 and you aren't moving.
Is it a bug of some sort with the sdk ?
Any help would be greatly appreciated as I have
spent about 2 hours trying
to figure it out I thought it could of been my
code but after doing some
tests it is the hl2mp sdk code in general. I have
not tried it with the MP
SDK though 
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] Ladder climbing

2005-05-17 Thread r00t 3:16
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?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Ladder climbing

2005-05-17 Thread r00t 3:16
thanks,
I found it in LadderMove() actually feel kind of silly because it was quite
easy lol..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Michael A. Hobson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 17, 2005 2:26 AM
Subject: 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)
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Re: [hlcoders] Re: 3 round burst

2005-05-11 Thread r00t 3:16
Nowhere did I state I tried to know it all.
I was showing YOU what I found. But then the insults have to come which show
how mature you really are.
I posted .mil sites as you suggested and they said the same thing. It fires
3 rounds automatically.
Nowhere did I say I was right nore did I say any of you were wrong.
I am going from what I have read and from my own personal experience.
I guess you are the one who is trying to prove me wrong. Ok I am wrong, you
are right, happy?
Does that make you feel better?
Freaking kills me about some of the people on this list who have to be
jackasses. Just because someone disagrees with them.
Right or wrong.
I do not think ANY of my posts on this list suggest I am some super
knowledgable person.
As you pointed out no I did not really try to stop the burst from happening.
But I do not remember having to hold the trigger either to fire 3 bursts.
As I also said it was quite awhile back.
Thanks omega for pointing this all out. I was not aware that burst's
actually could be interrupted like that, and that you had to
actually hold the trigger to fire the 3 rounds.
I appologize.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Michael A. Hobson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 11, 2005 1:11 AM
Subject: 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)
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[hlcoders] Valve or someone who might know

2005-05-11 Thread r00t 3:16
When you download a map from the server it is just the BSP file correct?
Also what if someone removed their textures they would just see checkers
everywhere. That could be used for cheating really.. The server does not
enforce textures being present on the client, I have tested it in css but
for the mod I am working on it allowed players to join the server and play
and they didn't have all the textures.
Is there a way to prevent this from happening?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Valve or someone who might know

2005-05-11 Thread r00t 3:16
Yea I figured as much, Valve working on a fix for this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 11, 2005 10:26 PM
Subject: Re: [hlcoders] Valve or someone who might know

This is already being practiced. Players replace the texture information
files with ones for glass, giving them an undetectable wallhack.
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 11, 2005 7:08 PM
Subject: [hlcoders] Valve or someone who might know

When you download a map from the server it is just the BSP file correct?
Also what if someone removed their textures they would just see checkers
everywhere. That could be used for cheating really.. The server does not
enforce textures being present on the client, I have tested it in css but
for the mod I am working on it allowed players to join the server and
play
and they didn't have all the textures.
Is there a way to prevent this from happening?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread r00t 3:16
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
Also that is a submachine gun not an assault rifle.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 10, 2005 9:35 PM
Subject: RE: [hlcoders] Re: 3 round burst

Exactly, which is how burst fire works in reality.
When you press and hold the trigger, as long as you hold the trigger, the
weapon will fire automatically up to x shots and then stop firing.
If you let go after one shot it WILL stop firing. And reset the burst
count
wheel. I have an mp5 manual, no I don't own an mp5, but I bought a manual
just for the sake of researching this. Here is an excerpt FROM HK's
manual
(hopefully I won't get in shit for it:P)
--Quote: Heckler  Hoch MP5 Submachinegun Operators Manual, page 50-51
Burst Mode - When the safety/selector lever is set on the burst firing
position, the axle rotates a toothed counting wheel into position. This
toothed count wheel will hold the sear out of engagement with the hammer
for
the total number of rounds in the burst provided the operator holds the
trigger rearward long enough for all rounds to fire.  After the last round
of the burst is fired the sear is automatically released to engage with
and
hold the hammer in the cocked position.
Each time the trigger is released, whether the entire b urst has been
fired
or not, the toothed counting wheel will automatically reset at zero to
begin
the full count over again.  Thus, the HK style burst device is described
as
having no memory.  It always provides the full burst as long as the
trigger is held rearward long enough to allow all two or three rounds to
fire.
--End Quote
Hope that clears some air here.
-Original Message-
From: Andre Bandarra [mailto:[EMAIL PROTECTED]
Sent: May 10, 2005 8:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: 3 round burst
I gave a better thought about what Tony said.
The solution does not work...
Burst mode always fire 3 shot. Not more, not less. On his code, you
would be able to fire one or two shots while using burst mode
On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote:
I think Tony has a good point there. Plus its easy to code...
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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread r00t 3:16
Right then when u read up a couple of sections it says the same thing I
posted.
When the trigger is pulled 3 rounds are fired.
With the same URL you gave..
Combination of
automatic and
semiautomatic fire
. Some weapons, designed to fire automatically or semi-automatically, have a
selector
that permits the shooter to choose the type of fire desired.
. Burst control. The M16A2 fires automatically for three rounds when the
selector is on
burst. Therefore, the M16A2 combines both automatic and semiautomatic fire
but is
limited to a maximum of three rounds in one burst of fire.
Then there is another part about burst and then has that NOTE:
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.
Although that was quite a few years back so maybe they redid this dunno...
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

r00t 3:16
CQC Gaming
www.cqc-gaming.com

- Original Message -
From: Michael A. Hobson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 10, 2005 11:20 PM
Subject: 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)
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Re: [hlcoders] 3 round burst

2005-05-09 Thread r00t 3:16
Yup that did the trick, was already working on that when u sent the email.
But thanks for the tip.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Maurino Berry [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 09, 2005 2:28 AM
Subject: RE: [hlcoders] 3 round burst
heh.. why dont you just use a think function for the weapon to call the fire
method x amount of times even y amount of time in an interval, increasing
m_iShotsFired (or something) until its larger than x, then stop the think
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Re: [hlcoders] 3 round burst

2005-05-09 Thread r00t 3:16
I already have it setup to force the person to have to fire again or the
weapon will not fire.
Same goes with single round fire. They have to press fire button again to
fire another round.

r00t 3:16
CQC Gaming
www.cqc-gaming.com

- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 09, 2005 7:19 AM
Subject: RE: [hlcoders] 3 round burst
Or you could always do it properly and use the shotsfired count that's
already in there to handle it.
If (gun in burst mode  m_nShotsFired 2) //3 shots per trigger press
return; //don't fire again till they release the trigger
that's what happens with a real gun according to all the manuals I've read.
It's like full auto, except it stops firing after x amount of bullets fire
(depending on the switch) requiring you to let go of the trigger.
-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: May 9, 2005 4:24 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] 3 round burst
Yup that did the trick, was already working on that when u sent the email.
But thanks for the tip.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Maurino Berry [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 09, 2005 2:28 AM
Subject: RE: [hlcoders] 3 round burst
heh.. why dont you just use a think function for the weapon to call the fire
method x amount of times even y amount of time in an interval, increasing
m_iShotsFired (or something) until its larger than x, then stop the think
_
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Re: [hlcoders] gib?

2005-05-08 Thread r00t 3:16
soo DMG_NEVERGIB | DMG_ALWAYSGIB
means to gib or not to gib damage?
lol
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 08, 2005 1:27 AM
Subject: Re: [hlcoders] gib?

a giblet is just chunks of meat.
dictionary.com sez
2 entries found for giblet.
giblet
\Giblet\, a. Made of giblets; as, a giblet pie.
Source: Webster's Revised Unabridged Dictionary, (c) 1996, 1998 MICRA,
Inc.
giblet
n : edible viscera of a fowl [syn: giblets]
Source: WordNet (r) 2.0, (c) 2003 Princeton University
It was something old FPS games used to do lots before the wowsa's
forced games to be less gorey and such. It used to happen when you
caused alot of damage. It is used less today, seeing as people love
those crazy ragdolls.
whats funny is when people pronouced it gib(short g sound), not like
jib(long g sound).
--
Draco
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Re: [hlcoders] gib?

2005-05-08 Thread r00t 3:16
Thanks for the gib info...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 08, 2005 7:56 AM
Subject: RE: [hlcoders] gib?

No, it'll do whichever is tested first.
Because that OR's both flags together.
IIRC though, if you have DMG_NEVERGIB in there _at all_ it won't gib
because
it does something like
if (!(dmgFlags  DMG_NEVERGIB))
{
if (health = -40 || dmgFlags  DMG_ALWAYSGIB)
{
gib me baby!
}
}
-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: May 8, 2005 2:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] gib?
soo DMG_NEVERGIB | DMG_ALWAYSGIB
means to gib or not to gib damage?
lol
r00t 3:16
CQC Gaming
www.cqc-gaming.com
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.308 / Virus Database: 266.11.6 - Release Date: 06/05/2005

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[hlcoders] 3 round burst

2005-05-08 Thread r00t 3:16
I setup a firemode single fire / burst / fully auto.
If it is single shot or burst they push the fire button then have to repush
the button to fire again. This works great.
The problem I am running into is with the 3rd burst. I set
FireBulletsInfo_t info(3, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH,
m_iPrimaryAmmoType );
for the burst but this is not correct as it shoots 3 bullets at once (more
like a shotgun )
It should fire 3 bullets 1 after another..
The other problems I am running into is with DoMuzzleFlash()  and the the
activities.
Now the activities animations I would imagine can be animated for the 3rd
burst.
But I am not quite sure how to get the the muzzle to flash 3 times in a row
and to fire 1 bullet 3 times in a row.
I tried a for loop in the primaryattack() function but it freezes the game.
I included in the loop pPlayer-DoMuzzleFlash(); and
pPlayer-FireBullets(info); which is 1 bullet at a time but 3 times in the
loop.
I have m_flNextPrimaryAttack = gpGlobals-frametime; for 3rd burst because
as quick as they can shoot it should fire 3 rounds.
If anyone has any input please share. I walked threw the loop and everything
looks ok so not quite sure why it freezes the game.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] gib?

2005-05-07 Thread r00t 3:16
Ok maybe im dumb dunno but what does gib mean?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] valve kills me lmao

2005-05-07 Thread r00t 3:16
yes sorry about that was looking at the wrong file when I sent this email.
Regards,
r00t 3:16
Total Retribution
www.totalretribution.com
- Original Message -
From: Brian Pufuwozu [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, May 07, 2005 6:45 PM
Subject: Re: [hlcoders] valve kills me lmao

--
[ Picked text/plain from multipart/alternative ]
It's not in props.cpp, it's in doors.cpp.
On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote:
lol yea.
I seen another hack comment which was kind of funny, but I couldn't find
it
when I sent this email lol..
r00t 3:16
CQC Gaming
www.cqc-gaming.com http://www.cqc-gaming.com
- Original Message -
From: NuclearFriend [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 03, 2005 10:17 PM
Subject: Re: [hlcoders] valve kills me lmao
 --
 [ Picked text/plain from multipart/alternative ]
 I suggest he do some CVS detective work and do something particularly
 unpleasant to his chair. 8)

 Plenty of funny comments, especially the ones refering to E3 hacks that
 are
 still in there. :p

 On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote:

 props.cpp line 1179

 //m_flWait = 2; who the hell did this? (sjb)

 r00t

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[hlcoders] warnings

2005-05-07 Thread r00t 3:16
Anyone know what causes this when I Release HL2MP build ?
Creating library .\cl_dll___Win32_HL2MP_Release/client.lib and object
.\cl_dll___Win32_HL2MP_Release/client.exp
vgui_controls.lib(AnimatingImagePanel.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Release\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(AnimationController.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Release\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(BitmapImagePanel.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Release\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
vgui_controls.lib(BuildGroup.obj) : warning LNK4204:
'd:\TrMod\src\cl_dll\cl_dll___Win32_HL2MP_Release\vc70.pdb' is missing
debugging information for referencing module; linking object as if no debug
info
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] func_button

2005-05-06 Thread r00t 3:16
the buttons works but (im not a mapper so I am going by what my level
designer is saying)
He said his button works but you can push it from across the map lol...
I told him to try trigger_proximity and see if he can set a trigger for the
button once a person is within a certain radius.
Can that be done? (again not a mapper so dunno)
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 06, 2005 1:52 AM
Subject: Re: [hlcoders] func_button

for some reason, i cant even press buttons, i have to
set them to user touch - or am i just a lame mapper,
that has no idea what he is doing?
--- r00t 3:16 [EMAIL PROTECTED] wrote:
Why do buttons allow you to push them from a far
distance? Anyone else
notice this?
Unless im missing something, I guess I need to add a
func_button_radius or
something so the level designer can set the radius
the button is allowed to
be pushed in.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] hl2mpscoreboard

2005-05-06 Thread r00t 3:16
Actually I feel like an idiot now lol..
CSTRIKE_NAME_WIDTH 160 was being set in 2 different places which caused the
entire section to be all screwed up.
I have it working now though lol..
That is what i get when im tired i guess..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 06, 2005 1:57 AM
Subject: RE: [hlcoders] hl2mpscoreboard

A screenshot would be helpful... but from what I'm understanding this is
how
you would go about fixing it.
ClientScoreBoardDialog.cpp :: Function AddHeader
Look at m_pPlayerList-AddColumnToSection()
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Thursday, May 05, 2005 11:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] hl2mpscoreboard
The width of the sections are defined as enum's
CSTRIKE_NAME_WIDTH 160 etc etc
I wanted to add more sections to the header.
The first one in the header (Wins) is fine but the name kills deaths etc
the
words are all on top of one another.
So the question is how do you align the header of the scoreboard? eg: Name
Kills Deaths etc? So the words aren't on top of one another. If you need
to
see what I am talking about I can provide a screen shot.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] func_button

2005-05-06 Thread r00t 3:16
forgot to mention what sdk are you using?
This is with the HL2MP SDK...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 06, 2005 1:52 AM
Subject: Re: [hlcoders] func_button

for some reason, i cant even press buttons, i have to
set them to user touch - or am i just a lame mapper,
that has no idea what he is doing?
--- r00t 3:16 [EMAIL PROTECTED] wrote:
Why do buttons allow you to push them from a far
distance? Anyone else
notice this?
Unless im missing something, I guess I need to add a
func_button_radius or
something so the level designer can set the radius
the button is allowed to
be pushed in.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] hl2mpscoreboard

2005-05-06 Thread r00t 3:16
forgot to ask, in my reply.
Is it possible to add buttons to the score board? I would like to add
buttons so the players could edit their gear and such if they are dead.
I was planning on using the same interface for both the intermission screen
and scoreboard because they will be the same and both screens will have the
player scores.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 06, 2005 2:27 AM
Subject: Re: [hlcoders] hl2mpscoreboard

Actually I feel like an idiot now lol..
CSTRIKE_NAME_WIDTH 160 was being set in 2 different places which caused
the
entire section to be all screwed up.
I have it working now though lol..
That is what i get when im tired i guess..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 06, 2005 1:57 AM
Subject: RE: [hlcoders] hl2mpscoreboard

A screenshot would be helpful... but from what I'm understanding this is
how
you would go about fixing it.
ClientScoreBoardDialog.cpp :: Function AddHeader
Look at m_pPlayerList-AddColumnToSection()
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Thursday, May 05, 2005 11:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] hl2mpscoreboard
The width of the sections are defined as enum's
CSTRIKE_NAME_WIDTH 160 etc etc
I wanted to add more sections to the header.
The first one in the header (Wins) is fine but the name kills deaths etc
the
words are all on top of one another.
So the question is how do you align the header of the scoreboard? eg:
Name
Kills Deaths etc? So the words aren't on top of one another. If you need
to
see what I am talking about I can provide a screen shot.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-06 Thread r00t 3:16
It just disappeared, poof gone.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Andrew (British_Bomber) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 06, 2005 9:39 AM
Subject: Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

lol, was it still solid or did sinor door just delete itself?
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Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-05 Thread r00t 3:16
Tried that.
I added the One Way flag and did some checks but for some reason when you
bump into the door the door disappears lol.
Unchecking that the door would not disappear when you bumped into it. I
tried to track down what caused the door to disappear and was unable to
find the cause of it. So I just made a new door entity which is similar to
the rotating prop door except it ones 1 way ...
- Original Message -
From: Andrew British_Bomber Ritchie [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 05, 2005 7:06 AM
Subject: Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

couldn't you just add that flag to the normal door rather than
creating a whole new entity?
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[hlcoders] hl2mpscoreboard

2005-05-05 Thread r00t 3:16
The width of the sections are defined as enum's
CSTRIKE_NAME_WIDTH 160 etc etc
I wanted to add more sections to the header.
The first one in the header (Wins) is fine but the name kills deaths etc the
words are all on top of one another.
So the question is how do you align the header of the scoreboard? eg: Name
Kills Deaths etc? So the words aren't on top of one another. If you need to
see what I am talking about I can provide a screen shot.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] func_button

2005-05-05 Thread r00t 3:16
Why do buttons allow you to push them from a far distance? Anyone else
notice this?
Unless im missing something, I guess I need to add a func_button_radius or
something so the level designer can set the radius the button is allowed to
be pushed in.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-04 Thread r00t 3:16
Actually I got some code for you if your interested.
Yes I fixed up this as well. I based it off the CPropDoorRorating
Mine is called CPropDoorOneway   and it 1 ways the door. If you set the flag
in hammer Reverse Dir it will reverse the direction of the door.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: NuclearFriend [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 04, 2005 4:47 AM
Subject: Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

--
[ Picked text/plain from multipart/alternative ]
Yes, this was requested by a mapper on my team so I fixed it. In
CPropRotatingDoor::Spawn(), comment out the line:
m_flDistance = fabs(m_flDistance);
This would make prop doors only open in one direction (making it
impossible
to have double-doors or windows that opened the same direction but on a
different axis). To make it open the opposite way, you set a negative
distance.
Is this what you meant or were you asking something else? :S
On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote:
The func_door_rotating allows you to set the door to only open 1
direction
these door types are created via a brush type of entity ?
prop_door_rotating you need to create a model etc.
This does not allow the door to open 1 direction only like the
func_door_rotating
(Well at least I havent' figured it out yet. Not a level designer so
might
be possible to do this via hammer?)
Valve why didn't you include this for both ?
I just wanted to find out if this is possible to do with the
prop_door_rotating entity in hammer before I get to far into coding it
in.
Maybe valve could include this in prop_door_rotating ?
r00t
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[hlcoders] valve kills me lmao

2005-05-03 Thread r00t 3:16
props.cpp line 1179
//m_flWait = 2; who the hell did this? (sjb)

r00t
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Re: [hlcoders] valve kills me lmao

2005-05-03 Thread r00t 3:16
lol yea.
I seen another hack comment which was kind of funny, but I couldn't find it
when I sent this email lol..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: NuclearFriend [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 03, 2005 10:17 PM
Subject: Re: [hlcoders] valve kills me lmao

--
[ Picked text/plain from multipart/alternative ]
I suggest he do some CVS detective work and do something particularly
unpleasant to his chair. 8)
Plenty of funny comments, especially the ones refering to E3 hacks that
are
still in there. :p
On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote:
props.cpp line 1179
//m_flWait = 2; who the hell did this? (sjb)
r00t
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[hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-03 Thread r00t 3:16
The func_door_rotating allows you to set the door to only open 1 direction
these door types are created via a brush type of entity ?
prop_door_rotating you need to create a model etc.
This does not allow the door to open 1 direction only like the
func_door_rotating
(Well at least I havent' figured it out yet. Not a level designer so might
be possible to do this via hammer?)
Valve why didn't you include this for both ?
I just wanted to find out if this is possible to do with the
prop_door_rotating entity in hammer before I get to far into coding it in.
Maybe valve could include this in prop_door_rotating ?
r00t
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[hlcoders] Crosshair / cone?

2005-04-30 Thread r00t 3:16
Not sure how to explain this but here goes.
When the reticle blooms, I want the CONE of the weapon to increase.
I am currently adding code to the weapon_?.cpp to do checks similar to the
ones in CHudCrosshair, it looks ok but
I was thinking that there is probably a better way to do this.
I was thinking in the CWeaponBleh i could add my own CBlehReticle class for
each weapon, that way every weapon could be unique. Is that even possible?
Just looking to see how others have done this.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Vtex.exe source?

2005-04-29 Thread r00t 3:16
The source is not there then ?
Ok just making sure I don't need bifocals  :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, April 29, 2005 8:44 AM
Subject: Re: [hlcoders] Vtex.exe source?

I stand corrected, how ever send me an offlist email,
and i'll see what i can do
Adam
--- NuclearFriend [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Yeah.. Pretty strange, alot of the other utils are
there.
On 4/29/05, Michael Hobson
[EMAIL PROTECTED] wrote:

 Amckern:

 At 11:05 PM 4/28/2005, amckern wrote:
 yes, in the utils folder
 
 
 --- r00t 3:16 [EMAIL PROTECTED] wrote:
   Is the vtex.exe source included with the sdk?
  
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com http://www.cqc-gaming.com
  

 I looked all over the place and I don't see it.

 {OLD}Sneaky_Bastard!
 email: [EMAIL PROTECTED]
 Michael A. Hobson
 icq: #2186709
 yahoo: warrior_mike2001
 IRC: Gamesurge channel #wavelength


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Re: [hlcoders] Vtex.exe source?

2005-04-29 Thread r00t 3:16
I think it is kind of odd they didn't include the source for that but I am
sure they have there reasons.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: NuclearFriend [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, April 29, 2005 9:59 AM
Subject: Re: [hlcoders] Vtex.exe source?

--
[ Picked text/plain from multipart/alternative ]
You better not be considering giving him the leaked source code for vtex.
It
is probably horribly out of date anyway.
On 4/29/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
I stand corrected, how ever send me an offlist email,
and i'll see what i can do
Adam
--- NuclearFriend [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yeah.. Pretty strange, alot of the other utils are
 there.

 On 4/29/05, Michael Hobson
 [EMAIL PROTECTED] wrote:
 
  Amckern:
 
  At 11:05 PM 4/28/2005, amckern wrote:
  yes, in the utils folder
  
  
  --- r00t 3:16 [EMAIL PROTECTED] wrote:
Is the vtex.exe source included with the sdk?
   
   
r00t 3:16
CQC Gaming
www.cqc-gaming.com http://www.cqc-gaming.com 
http://www.cqc-gaming.com
   
 
  I looked all over the place and I don't see it.
 
  {OLD}Sneaky_Bastard!
  email: [EMAIL PROTECTED]
  Michael A. Hobson
  icq: #2186709
  yahoo: warrior_mike2001
  IRC: Gamesurge channel #wavelength
 
 
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www.resistanceandliberation.com http://www.resistanceandliberation.com
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[hlcoders] Vtex.exe source?

2005-04-28 Thread r00t 3:16
Is the vtex.exe source included with the sdk?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
No the hitboxes seem to lag behind when you run / duck / jump etc in CSS and
HL2.
So if you are running forward the hitbox is actually behind you a little bit
until you stop.
Try it and you will see what I mean.
I believe it is a bug of some kind maybe valve can clue us in as to why this
is happening.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, April 27, 2005 4:17 PM
Subject: RE: [hlcoders] HitBoxes ?

Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:
Anyone notice when you run / crouch / jump etc The hit box is off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] vtex.exe err

2005-04-27 Thread r00t 3:16
MountFilesystem( 321 ) failed:
SteamMountFilesystem(3700,321,0x3a1fbfc=,0x3a1fd
0c) failed with error 106: Failed to resize the cache fileHit a key to
continue
Anyone know what would cause that?
I have steam running also so not sure what the deal is.
r00t
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Re: [hlcoders] vtex.exe err

2005-04-27 Thread r00t 3:16
Never mind I am way to tired to be doing anything right now lol..
GCFScape was running also which is why it kept giving me that error closed
it and all works now ...
r00t

- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, April 27, 2005 9:58 PM
Subject: [hlcoders] vtex.exe err

MountFilesystem( 321 ) failed:
SteamMountFilesystem(3700,321,0x3a1fbfc=,0x3a1fd
0c) failed with error 106: Failed to resize the cache fileHit a key to
continue
Anyone know what would cause that?
I have steam running also so not sure what the deal is.
r00t
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
Bounding boxes are defined in Gamerules.cpp
line 34 - 48
static CViewVectors g_DefaultViewVectors(
Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 72 ),  -- standing
Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ), -- ducking
Vector( 0, 0, 28 ),
Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 ) -- no idea?
);
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jonathan Dance [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Cc: Tim Jones [EMAIL PROTECTED]
Sent: Wednesday, April 27, 2005 10:21 PM
Subject: Re: [hlcoders] HitBoxes ?

OK, if I could take that back, found a back post on it. Bounding
boxes = collision bounds?
Sample code was...
bool CreateVPhysics()
{
SetSolid( SOLID_BBOX );
SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12);

So I imagine I can find this for players as well.
On Apr 27, 2005, at 10:19 PM, Jonathan Dance wrote:
Hmm... Where / how are the bounding boxes defined?
On Apr 27, 2005, at 4:17 PM, Matt Boone wrote:

Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work
using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:

Anyone notice when you run / crouch / jump etc The hit box is
off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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