-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On Sat, Jul 12, 2003 at 09:48:03AM -0400, Michael Fisher wrote:
I am compiling the Ricochet dll with minor changes. I first compiled on
Windows, tested
it and then prepared to port it over to Linux. After compiling the ricochet
dll and putting it
--
--
As some of you know valve disabled hit-box tests for client-side
tracelines. This causes problems with inconsistent hits between the
client and server, leading to many OMG HAXXOR I SHOT YOU!!111s. To fix
this, I implemented my own hitbox tests using the ray-polyhedron
intersection
Sorry if this got sent a second time, my first message did not go
through as of a day later...
Anyway, as some of you know valve removed client-side hitbox tracing
from 1110 for whatever reason, meaning that if any traceline hits a
player hull, it will count as hitting a player, leading to eg
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support
transparent models. This would be a very cool feature for other mods
too. Obviously valve is allowed to redistribute their own engine dlls
however they want, but can a
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On Sat, Jun 07, 2003 at 12:22:19PM -0700, James Couzens wrote:
if (!pPlayer || !pPlayer-IsNetClient())
Why does this logic crash a linux dedicated server?
I'm assuming you're using MSVC on windows. If so, MSVC does not
evaluate boolean
--
On Wed, Feb 19, 2003 at 09:58:45PM -0600, Entropy wrote:
The head of the model extends beyond the bounding box when ducked. You
can see this if you uncomment the call to PM_ShowClipbox in PM_PlayerMove.
If my understanding of the engine's collision detection is correct, the
hitboxes on the
--
I need to add air resistance for a particular entity's movement.
However, there is nothing the SDK which contains the movement code for
non-player entities(PM_* is Player Movement only). Basically I need to
modify MOVETYPE_TOSS to add a
VectorScale(velocity,1.0-frametime*DRAG_COEF,velocity)
As
hi, i was wondering what the mins/maxs fields of a player entity do
specifically? I thought the hit detection was done based on hitboxes on the
model's bones. So where do mins/maxs come in? The only thing I can think of
is that the engine first checks for a hit in mins/maxs and then if there is
the
patronising
tone, I will understand your answer. The reason I'm asking for
clarification
is I want to make find out if what you're thinking of is something I've
already thought of or not.
- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June
Actually, this isnt as much of a problem as you might think. ALL HL data is
encrypted before being sent over the network.. Are you planning on storing
player data for just that server or globally? If you planning on having a
master server store everyones info, you might want to rethink your
?
- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 15, 2002 6:11 PM
Subject: Re: [hlcoders] Client commands
Actually, this isnt as much of a problem as you might think. ALL HL data
is
encrypted before being sent over the network.. Are you
of is something I've
already thought of or not.
- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 15, 2002 8:20 PM
Subject: Re: [hlcoders] Client commands
You wont understand what i said untill you answer my question:
Is this persistent
It computes a hash of memory regions, and server tests it. You can see this
by dumping CS functions, and replacing add val instructions with sub -val,
it will say you are cheating.
Well I assume that OGC and all these other hacks affect all mods - not
just CS. So is this something all mods
dont ask how I got these?
You obviously arent very bright, and you still try to take credit for
other's work. I posted them on the clientbot forum before you posted them
here(because they are mine)
http://clientbot.counter-strike.ru/forum/showthread.php?s=threadid=1227perpage=15pagenumber=1
The protection of client.dll is nothing more than a RC4-hybrid which is
easy to find.
entire loader:
http://clientbot.counter-strike.ru/forum/showthread.php?s=threadid=1226
proof its not even a halfass fix:
http://www.digitalpaintball.net/~noskill/cs14.jpg
From: Michael A. Hobson [EMAIL
anyone know what could cause this?
_
Chat with friends online, try MSN Messenger: http://messenger.msn.com
___
To unsubscribe, edit your list preferences, or view the list archives,
/listinfo/hlcoders,mailto:[EMAIL PROTECTED]?subject=unsubscribe
List-Archive: http://list.valvesoftware.com/pipermail/hlcoders/
X-Original-Date: Sat, 6 Apr 2002 04:43:09 +1200
(long shot) But is the random generator being seeded properly?
- Original Message -
From: Jonah Sherman [EMAIL PROTECTED
Im just wondering...does anyone know where i could find a binary of egcs
1.1.2? I have gcc 2.95.3 and 3.0.3 on my linux system, but they give errors
when I attempt to compile the EGCS 1.1.2 source release...
_
MSN Photos is the
Hi, I want to set the position of a bone on the player. But, all
bonecontrollers for the player are used. So, instead, i was wondering, how
do you set the position of a bone directly, in the studiomodel code, instead
of using the bone controller?
Thanks,
Jonah
I was looking through the player model code, and I don't understand where it
is defined which bones get controlled by the gaitsequence, and which bones
get controlled by the sequence. can anyone help?
Also, as my first messing around with the model rendering code, I would like
to hardcode the
I cant figure out why...but my event isnt being called!
In my PrimaryAttack, i have a PLAYBACK_EVENT with FEV_NOHOST. PrimaryAttack
IS being called on the client, because i added a Con_Printf() before the
call to test, and it iis being called. I have the HookEvent() call in the
same place all
set. There are a lot of
special cases in the model rendering code that apply only to player models,
since they are the only ones that have to deal with gaitsequences and the
like...perhaps you should try doing this on a model other than the player
model
(for example a grunt or something).
--- Jonah
i was trying to learn how to use the bone controller...but i had no luck :(
I added this to my ClientCommand() function:
else if(FStrEq(pcmd,bset))
{
char *a1=(char*)CMD_ARGV(1),*a2=(char*)CMD_ARGV(2);
if(!a1||!a2)
return;
int cont=atoi(a1);
float val=atof(a2);
23 matches
Mail list logo