[hlcoders] UTIL_TraceHull()

2005-05-18 Thread r00t 3:16
I am using the UTIL_TraceHull() to see if a player is standing inside or touching the box I am tracing. But I am not sure how to tell if the player was inside or not? trace_t tr; UTIL_TraceHull( closest, closest, GetPlayerMins( ( player-GetFlags() FL_DUCKING ) ? true : false ), GetPlayerMaxs( (

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread tei
Why fake holograms when you can make REAL holograms with half-life? A real way to make 3d holograms its to save 1 s demo. Then load the demo with timespeed lowered to zero, and unsticky the player view to move around the map. got Matrix? Yet another interesting device its to put the camera

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
Yes, every speed hacker ive seen are zooming around the map. I want it to catch them. - Plasma - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 19, 2005 1:06 AM Subject: Re: [hlcoders] Speed hack detection?

RE: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread DAV
Thanks for the tip. Just some things to make it work currectly that I also need: - How do I pause the game without having the pause image to appear? - Is there anyway to hide the hud and weapons if you have them? Thanks, Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels:

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
DAV wrote: - Is there anyway to hide the hud and weapons if you have them? There is a hidehud CVAR. Try setting it to 1. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: DAV wrote: - Is there anyway to hide the hud and weapons if you have them? There is a hidehud CVAR. Try setting it to 1. Doh! It would help if I read the code first. Try setting hidehud to 4. :) -- Jeffrey botman Broome

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew (British_Bomber)
It's very possible to do that, but as Jeff said you will get a lot more false positives just due to altering latencies rather than real hackers. In theory it is sound but unless you have a decent thresh hold on hacking speeds and just lagging speeds, a better way of doing this without banning non

[hlcoders] Odd viewing problem.

2005-05-18 Thread Spencer 'voogru' MacDonald
Hello all, I'm having a problem that seems to be relating to the players viewing angles; basically I have a square area on a map. The player is viewing from a top down position, onto this square area. However, I cannot get the square to be strait, its crooked one way or another. Here is a

Re: [hlcoders] Odd viewing problem.

2005-05-18 Thread Jeffrey \botman\ Broome
Spencer 'voogru' MacDonald wrote: Hello all, I'm having a problem that seems to be relating to the players viewing angles; basically I have a square area on a map. Are you using an FOV of 90? -- Jeffrey botman Broome ___ To unsubscribe, edit your list

RE: [hlcoders] Odd viewing problem.

2005-05-18 Thread Spencer 'voogru' MacDonald
Yes, I set the FOV to several different positions, including 90, with no change. -Original Message- From: Jeffrey botman Broome [mailto:[EMAIL PROTECTED] Sent: Wednesday, May 18, 2005 2:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Odd viewing problem. Spencer

Re: [hlcoders] Adding support for Con_Printf() in the SDK libraries?

2005-05-18 Thread apophis
Another problem is that some engine commands use Con_Print for only part of their output, so when you run the command though RCon half of it goes through RCon and half of it is printed to the server console. I think an example of this is the find command. On 5/16/05, dackz [EMAIL PROTECTED]

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
On 5/18/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: You would probably not have difficulty detecting a speed hack that was a LARGE increase from the server's max speed (i.e. 2X speed, 4X speed, etc), but trying to determine if someone is going 10% to 20% faster over a small amount of

Re: [hlcoders] Odd viewing problem.

2005-05-18 Thread Andrew Foss
are you viewing perfectly down? a few degrees of up rotation can produce an image like that. On 5/18/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Yes, I set the FOV to several different positions, including 90, with no change. -Original Message- From: Jeffrey botman

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
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

RE: [hlcoders] Odd viewing problem.

2005-05-18 Thread Spencer 'voogru' MacDonald
I manually set my angles using the setang command, ie, setang 90 90 0 I solved the problem by using a camera entity and making the player view the camera, which works for what I'm doing, with a map placed camera with the angles of 90 90 0, the square is perfectly strait. I don't know why it's

Re: [hlcoders] Player Leaning

2005-05-18 Thread Kuja
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Erling K. Sæterdal
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Does anyone know (please do not post it if you do know) how the speed hack actually works? It seems they are somehow changing a variable in memory ? Or are they tricking the server somehow ? Would it easier to check if that variable or whatever they changing? Whether it would be in memory etc? Do

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Is there a way to test to see if someone's systems clock is running slower or quicker? From the server itself? You could probably do this in a mod where the client would notify the server of the clock speed of the client. Compared to the servers if it is threshold faster (or slower) they are speed

Re: [hlcoders] Player Leaning

2005-05-18 Thread Michael Kramer
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Erling K. Sæterdal
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Michael Kramer
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
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

Re: [hlcoders] Player Leaning

2005-05-18 Thread r00t 3:16
I have player leaning working (it isn't perfect needs some tweaking but it works) You need to transition the player to the left / right Using the player angles and the ViewOffset The angle will roll the camera a little and the view will shift the camera to the left or right a little. Also you need

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
True. Any anti cheat for that matter needs to be update constantly to be affective. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Michael Kramer [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 18, 2005 8:54 PM Subject: Re: [hlcoders] Speed

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Yes, that is kind of crazy really. But what is weird, if they are speeding up the clock would you foot alot faster and throw grenades faster etc? I seen the speed hack only 1 or 2 times and didnt' remember seeing them fire faster but it might be hard to tell dunno.. r00t 3:16 CQC Gaming

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
What I find puzzling is why the hl/src server is not authorative over the players movement? How come it doesnt internally say, hey, you cant move that fast, im sorry, back you go to where you should be. Surely going on what the client says they should be in the map is rediculous. - Plasma

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Daniel Jennings
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
but it should reload faster though cause reloading is tick based ? Weird stuff... I know in some other games you can turn the game speed up on the server. The first speed hack I ever seen was on one of those games and it was like the client had their game speed way up but the servers and the other

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Michael A. Hobson
At 07:51 PM 5/18/2005, root 3:16 wrote: but it should reload faster though cause reloading is tick based ? Weird stuff... Not wierd at all. The server's clock is what determine's server tick rate and therefore the timing of Think() functions. Server alone decides when you have reloaded. Michael A.

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

2005-05-18 Thread r00t 3:16
Subject sum's it up.. I try a ladder in hl2 death match and it is smooth as as be. No jerking on dm_lockdown map I install a fresh copy of the hl2mp sdk compile, run dm_lockdown go to the same ladder and get on it and it is jerky.. Once you get people in the server with the hl2mp sdk it really

RE: [hlcoders] Odd viewing problem.

2005-05-18 Thread Adam \amckern\ Mckern
quote from lamothe (windows game programing) In a FPS the camera angle will look like a fish eye lense, with things out side of the center of the players view looking round or distroted ^^ Excuse my typos Adam --- Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Yes, I set the FOV to

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

2005-05-18 Thread Adam \amckern\ Mckern
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

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

2005-05-18 Thread r00t 3:16
No the multiplayer code. Halflife 2 Multiplayer SDK Compared to the Half Life 2 Deathmatch.. The Half Life 2 Multiplayer SDK is the Half Life 2 Deathmatch code right? If so then why the big difference ? Load half life 2 deathmatch climb a ladder in dm_lockdown. Then install Half Life 2 Multiplayer

[hlcoders] Mouse question ScreenToWorld question.

2005-05-18 Thread Spencer 'voogru' MacDonald
Hey all, Here's a trickier question, my mod is going to need to have a mouse _always_ enabled, and I was simply wondering how would I go about making the mouse always active without having an active view panel? Next to that, I need to know if it's possible to convert the mouse cursor position

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

2005-05-18 Thread Adam \amckern\ Mckern
Yeah i can see what you mean DM_Underpass http://img265.echo.cx/img265/7127/dmunderpass00024wi.jpg HL2CTF http://img265.echo.cx/img265/3429/dmunderpass9lx.jpg HL2:DM I have more, but yeah, i can see what you mean --- r00t 3:16 [EMAIL PROTECTED] wrote: No the multiplayer code. Halflife 2