Re: [hlcoders] Trying to Create a Zipline

2009-08-22 Thread Joshua Scarsbrook
Hi Thanks for the help Justin. Physics for a droping player would lag like there is no end to the lag. aside from that i have read gamemovement.cpp, also worth noting i have used hl2 graples befor and i have smachball. i can see where the movement types are defined and will try to make a new on

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Adam "amckern" McKern
l4d, tf2, and OB engine update (Who knows if the sdk base has been updated?) # Fixed an exploit that allowed files to be uploaded to the server at arbitrary locations in the file system # Fixed a server crash caused by a client packet claiming to be an HLTV client when HLTV is disabled on the se

Re: [hlcoders] ERROR: Bone access not allowed...

2009-08-22 Thread Jonathan White
Hi, I am not sure where this function is what version of the SDK are you using? I say this because the latest version doesn't have any class called HudTargetID and every TargetID class that does exist, does not have an OnThink function. The TargetID is resolved in the top-level player class (C

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Tom Edwards
Novint did most of the implementation work themselves, as I recall. They were at E3 a few years back using an HL2 mod as their demo. Matt Hoffman wrote: > More popularity. If you see on the novient site it says "GAMES SUPPORTED: ". > I'd assume it was a fairly easy implementation into Source, and

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Matt Hoffman
More popularity. If you see on the novient site it says "GAMES SUPPORTED: ". I'd assume it was a fairly easy implementation into Source, and Valve thought "Cool another way to get more customers and please existing ones", so they went ahead and did it. On Sat, Aug 22, 2009 at 1:49 PM, Jorge Rodrig

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Jorge Rodriguez
The guys at Novint probably had something to do with it. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Adam Buckland
I still don't understand why they added support for the Novint Falcon. Does anybody actually use it? On 22 Aug 2009, at 21:34, Tom Edwards wrote: > Afraid not. It's still on the original OB branch, which hasn't been > updated since Novint Falcon support was added. > > Christopher Harris wrote:

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread bl4nk
Didrole is right here. The OB SDK is using an older protocol version than what TF2/DOD:S run on. Didrole wrote: > Wrong > > 2009/8/22 Christopher Harris > > >> If you are using the OB SDK Base then I believe it uses the same engine as >> TF2 and DOD:S. >> >> Chris >> >> -Original Message-

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Tom Edwards
Afraid not. It's still on the original OB branch, which hasn't been updated since Novint Falcon support was added. Christopher Harris wrote: > If you are using the OB SDK Base then I believe it uses the same engine as > TF2 and DOD:S. > > Chris > > -Original Message- > From: hlcoders-boun

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Didrole
Wrong 2009/8/22 Christopher Harris > If you are using the OB SDK Base then I believe it uses the same engine as > TF2 and DOD:S. > > Chris > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards >

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Christopher Harris
If you are using the OB SDK Base then I believe it uses the same engine as TF2 and DOD:S. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Friday, August 21, 2009 7:02 PM To: Discussion o

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Christopher Harris
I meant funny in that if this was what made them aware of it then I suspect that if the person who discovered these exploits notified Valve it would have been fixed all the same. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoft

[hlcoders] ERROR: Bone access not allowed...

2009-08-22 Thread Michael
I was trying to clean up this: trace_t tr; Vector vecDir; AngleVectors( p->EyeAngles(), &vecDir ); Vector vecStart = p->EyePosition(); Vector vecStop = vecStart + vecDir * MAX_TRACE_LENGTH; UTIL_TraceLine( vecStart, vecStop, MASK_SOLID, p, COLLISION_GROUP_NONE, &tr );