Re: [hlcoders] Compiling and running dll (.so)

2003-07-13 Thread Jonah Sherman
-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

[hlcoders] Client-Side Hitbox Tracing

2003-07-07 Thread Jonah Sherman
-- -- 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

[hlcoders] Client-Side Hitbox Tracing

2003-07-07 Thread Jonah Sherman
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

[hlcoders] DOD hw/sw.dll redistribution?

2003-06-30 Thread Jonah Sherman
-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

Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Jonah Sherman
-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

Re: [hlcoders] Traceline going through people

2003-02-20 Thread Jonah Sherman
-- 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

[hlcoders] Modifying non-player physics code

2003-02-18 Thread Jonah Sherman
-- 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

[hlcoders] mins/maxs/SetSize

2002-10-04 Thread Jonah Sherman
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

Re: [hlcoders] Client commands

2002-06-16 Thread Jonah Sherman
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

Re: [hlcoders] Client commands

2002-06-15 Thread Jonah Sherman
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

Re: [hlcoders] Client commands

2002-06-15 Thread Jonah Sherman
? - 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

Re: [hlcoders] Client commands

2002-06-15 Thread Jonah Sherman
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

Re: [hlcoders] New anti-cheat update...

2002-05-16 Thread Jonah Sherman
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

RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Jonah Sherman
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

Re: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread Jonah Sherman
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

[hlcoders] UTIL_SharedRandomFloat() always returning low value

2002-04-05 Thread Jonah Sherman
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,

Re: [hlcoders] UTIL_SharedRandomFloat() always returning low value

2002-04-05 Thread Jonah Sherman
/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

Re: [hlcoders] Ok Thanks for the help guys. New topic: Menu positions.

2002-02-22 Thread Jonah Sherman
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

[hlcoders] bones/ bone controllers

2002-01-05 Thread Jonah Sherman
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

[hlcoders] boned/sequences

2001-12-14 Thread Jonah Sherman
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

[hlcoders] events

2001-12-13 Thread Jonah Sherman
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

Re: [hlcoders] Bone controller

2001-12-08 Thread Jonah Sherman
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

[hlcoders] Bone controller

2001-12-07 Thread Jonah Sherman
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);