Re: [hlcoders] Removing items at level start

2002-01-04 Thread Dave R. Meyers
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

Re: [hlcoders] access keyword

2002-01-04 Thread Dave R. Meyers
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.

Re: [hlcoders] EfxAPI

2002-01-04 Thread Cortex
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

[hlcoders] HLTV Spectator

2002-01-04 Thread Mark Gornall
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'

Re: [hlcoders] HLTV Spectator

2002-01-04 Thread Dave R. Meyers
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:

RE: [hlcoders] HLTV Spectator

2002-01-04 Thread Mark Gornall
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

Re: [hlcoders] Removing items at level start

2002-01-04 Thread botman
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

Re: [hlcoders] EfxAPI

2002-01-04 Thread botman
(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

Re: [hlcoders] access keyword

2002-01-04 Thread botman
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Yacketta, Ronald
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]

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread botman
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Varlock
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

Re: [hlcoders] ogc required to play??

2002-01-04 Thread [DRP]Avatar-X
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

Re: [hlcoders] ogc required to play??

2002-01-04 Thread Nicolai Haehnle
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

Re: [hlcoders] ogc required to play??

2002-01-04 Thread leming
An idea might be that the half-life game itself (valve guy stuff) would do more of a security check on the mod being loaded. The game is provided the location of the .dll (or .so) to load, so why not do something like a CRC on the mod, compare it do a crc of the actual distributed file by the

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Reedbeta
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

Re: [hlcoders] ogc required to play??

2002-01-04 Thread Reedbeta
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

Re: [hlcoders] ogc required to play??

2002-01-04 Thread leming
Executable code downloaded and run is a spawning pool for viruses, but good idea nonetheless. Maybe have my original idea of a checksum being used on the client dll that was loaded by the game client-side, and compare it to a checksum that the server the player is playing on had. If the

Re: [hlcoders] ogc required to play??

2002-01-04 Thread alfred
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

Re: [hlcoders] ogc required to play??

2002-01-04 Thread _Phantom_
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