Fixed. It was not freeing the memory correctly.
Dave
- Original Message -
From: Dave R. Meyers [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 1:08 PM
Subject: Re: [hlcoders] Removing items at level start
The exact error I get is :
ED_Alloc: no free edicts
It looks to be just a check to make sure the file exists. The thing is
though that it allows for up to ten more files of the same name + X.
crossfire.dat
crossfire1.dat
crossfire2.dat
then it is supposed to figure out how many files there are, then generate a
random number, and pick one.
Hello,
I've used the Efx API to create a temp entity. I
draw
a sprite. My question is quiteshort : How
can I change
the color of the rendered sprite (like SPR_Set
does).
Is it possible ?? I've tried numerous
functions
(R_LookupColor...) but it did nothing
:(
(I repost with a bigger
Hi,
I've just merged my mod with the full sdk2.2 and I'm trying to get it to
work with HLTV.
I start a server, run HTLV ont he same PC, connect 127.0.0.1. The proxy
shows up as a spectator on the server and everything seems fine.
I then browse the game from another PC and see the 'eyeball'
I forget what info_ thingy it looks for, but Opera had the same problem and
they wrote a nice little fix for it. Are you using custom maps that might
not have this entity in it?
Just a thought.
Dave
- Original Message -
From: Mark Gornall [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent:
Hi,
I found the util on The Opera webby. I'm sure I downloaded it when David
Flor first wrote it but seem to have lost it. I'll give it a try tonight and
see if it fixes my problem.
Thanks,
Mark.
__
This mail has been scanned for all
On a side note, what does decals must hit mod_brush mean?
Dave
decals must hit mod_brush means that you are trying to spray a decal on a
surface that's not a World BSP brush (perhaps you are trying to spray a
decal on a player or other entity).
Jeffrey botman Broome
(I repost with a bigger font...)
Cortex
You might want to consider posting in plain text instead of HTML, that way
you don't have to set a font size, and people using non-HTML e-mail
applications will be able to read your posts
It looks to be just a check to make sure the file exists. The thing is
though that it allows for up to ten more files of the same name + X.
crossfire.dat
crossfire1.dat
crossfire2.dat
then it is supposed to figure out how many files there are, then generate
a
random number, and pick
And how in pray tell would that be accomplished? Could you lend an
example in the SDK for me to haggle over?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta
Sent: Friday, January 04, 2002 1:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders]
Of course you can, but the method I used seems cleaner, faster, and less
error-prone to me. BTW I forgot to mention in my previous email that if
you want to affect only the players in a 600-unit radius, you need to
add a distance check just before you do the traceline, so you don't
waste
if( vector.Length( ) 600 )
- Varlock
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 04, 2002 1:36 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)
And how in pray tell would that be accomplished? Could you lend an
example in
Wallhack cheats wouldn't be possible if stuff on the other side of the wall isnt sent
to
the client :P
-av
Reedbeta wrote:
Perhaps we should just make the clients dumb terminals. The server does the
rendering, streams the video to the client, and the client's input commands get
sent back
Am Samstag, 5. Januar 2002 02:22 schrieben Sie:
Wallhack cheats wouldn't be possible if stuff on the other side of the wall
isnt sent to the client :P
-av
Which would immediately lead to problems if a lagged player walks around
corners because entities don't appear immediately. You can see
An idea might be that the half-life game itself (valve guy stuff) would do
more of a security check on the mod being loaded. The game is provided
the location of the .dll (or .so) to load, so why not do something like a
CRC on the mod, compare it do a crc of the actual distributed file by the
If you are using UTIL_FindEntityByClassname() for player
Or if you're using any other method of locating players. The point is,
subtract the grenade's origin from the player's origin and take the length of
the resulting vector.
__
Do You
Wallhack cheats wouldn't be possible if stuff on the other side of the wall
isnt sent to
the client :P
Which is exactly why we should do all rendering on the server and then just
stream the video to the clients :P
(yeah yeah, I know, bad joke)
--Reedbeta
Executable code downloaded and run is a spawning pool for viruses, but good
idea nonetheless. Maybe have my original idea of a checksum being used on
the client dll that was loaded by the game client-side, and compare it to a
checksum that the server the player is playing on had. If the
I do agree that downloadable code produces a virus potential, but it
depends on how you structure the process. You did download the hlds
binary right, how do you know that it didn't have a virus? Through
careful use of digital signatures you should be able to secure this
process (to a
I like this idea, however I can this this problem with this approch.
You are still relieing on code executed on a client which could be hacked,
and u need a function to call that code, what is to stop a hacked client
from downloading the code, not running it and just returning the data that
that
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