[hlcoders] Couple questions on a vgui panel
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] AddSection()
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CBitmapButton
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] DrawFilledRect bring forward?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
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?! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] m_Skins on models and other things
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Discover Yahoo! Have fun online with music videos, cool games, IM and more. Check it out! http://discover.yahoo.com/online.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_Skins on models and other things
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Discover Yahoo! Have fun online with music videos, cool games, IM and more. Check it out! http://discover.yahoo.com/online.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] compiling own shaders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2MP Bots in debug mode.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shader question
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 www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2MP SDK linker errors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2MP SDK linker errors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I am at the point where coffee just makes my teeth vibrate. - Tycho, Penny-Arcade.com http://Penny-Arcade.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Application error with update.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Application error with update.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Application error with update.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Application error with update.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Question for Valve - shaders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK Currently not available ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] nightvision
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VMT Proxies list?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] linux compiling hl2mp problems
someone should be spanked for this :P lol r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Why am I getting this warning?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why am I getting this warning?
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player specific flags
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Newbie question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Newbie question
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] non HL question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 266.11.15 - Release Date: 5/22/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 266.11.15 - Release Date: 5/22/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] non HL question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] non HL question
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 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RenderView and effects.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Just making sure I understand this before I keep going.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Nightvision
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shaders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] catching the OK click on the MOTD? -- ignore previous post.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.15 - Release Date: 22/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RenderView and effects.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] catching the OK click on the MOTD? -- ignore previous post.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found
Re: [hlcoders] RenderView and effects.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RenderView and effects.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RenderView and effects.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Internal Virus Database is out-of-date. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.9 - Release Date: 12/05/2005 -- Internal Virus Database is out-of-date. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.9 - Release Date: 12/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Internal Virus Database is out-of-date. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.9 - Release Date: 12/05/2005 -- Internal Virus Database is out-of-date. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.9 - Release Date: 12/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com Yahoo! Mail Stay connected, organized, and protected. Take the tour: http://tour.mail.yahoo.com/mailtour.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] UTIL_TraceHull()
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Leaning
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com Yahoo! Mail Stay connected, organized, and protected. Take the tour: http://tour.mail.yahoo.com/mailtour.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Ladder climbing
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ladder climbing
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve or someone who might know
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
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... -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.7 - Release Date: 09/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 3 round burst
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 _ Take charge with a pop-up guard built on patented Microsoft SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=htt p://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.6 - Release Date: 06/05/2005 -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gib?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gib?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 3 round burst
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] gib?
Ok maybe im dumb dunno but what does gib mean? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] valve kills me lmao
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] warnings
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] func_button
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com Yahoo! Mail Stay connected, organized, and protected. Take the tour: http://tour.mail.yahoo.com/mailtour.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] func_button
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com Yahoo! Mail Stay connected, organized, and protected. Take the tour: http://tour.mail.yahoo.com/mailtour.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl2mpscoreboard
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] func_button
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] valve kills me lmao
props.cpp line 1179 //m_flWait = 2; who the hell did this? (sjb) r00t ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] valve kills me lmao
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Doors func_door_rotating / prop_door_rotating
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crosshair / cone?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vtex.exe source?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vtex.exe source?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Vtex.exe source?
Is the vtex.exe source included with the sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vtex.exe err
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders