RE: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results...

2002-04-25 Thread Chris Glein
One thing to take into consideration while looking at this survey is that lower end players are less likely to have filled it out. Why? If you're on dial-up, you're less likely to fill out an online survey than someone on broadband. It's the same reason that I'm sure registration results show

Re: [hlcoders] Steam messes up Half-Life

2002-04-25 Thread Gollum
Well, of course you do! You have the choice to stop developing anything based on the Half-Life SDK if you don't accept what Valve has planned for it. Their business isn't a democracy. - Original Message - From: klank [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 24, 2002

Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results...

2002-04-25 Thread Lord Booga
700 mhz? You're lucky - i still use a 350mhz K6-2 Lord Booga Coder/Modeller/Semi-Mapper for the Neo Pokémod http://pokemod.fragoff.net - Original Message - From: Chris Glein [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, April 25, 2002 6:22 PM Subject: RE: [hlcoders] Fun

RE: [hlcoders] Steam messes up Half-Life

2002-04-25 Thread Kuja
Yeah, and I dumped it for torque, and I must say the HL sdk is pretty friendly to teh n00blets -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Steven Guy Sent: Thursday, April 25, 2002 4:20 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam messes up

Re: [hlcoders] CS Retail support

2002-04-25 Thread Paul 'MoOg' Samways
Just to drag this back up again real quick, Could someone supply me with a list of the files in the CS Retail pak so I know what I do and don't need to include in a 'CS support pak'. I'd hope I don't need to include every ambient sound effect/gib model/etc used, but I'd like to be sure. Thanks,

RE: [hlcoders] CS Retail support

2002-04-25 Thread Mark Gornall
I'm not sure, but plenty people play my mod using CS Retail with no problems. I'm would expect some maps to fail if they couldn't find the valve textures, but then again we use nowadtextures a lot but it would certainly fail if it couldn't find the HL gibs so they must be there somewhere too.

RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Mark Gornall
oh great, I've only just got the last one going for my next release :( I'm tempted to drop support for it, they're a pain to produce the overviews when you've got 17+ maps, nobody uses it and it crashes my maps if it doesn't have a info_player_start in it, even though I still think it should

Re: [hlcoders] Steam messes up Half-Life

2002-04-25 Thread Miguel Aleman
You know I'm so insanely insulted by your comments! [Pats Torque engine under his table.] :-) - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, April 25, 2002 5:02 AM Subject: RE: [hlcoders] Steam messes up Half-Life Yeah, and I dumped it for

RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Leon Hartwig
This is a multi-part message in MIME format. -- From: Mark Gornall [mailto:[EMAIL PROTECTED]] Sent: Thursday, April 25, 2002 3:35 AM oh great, I've only just got the last one going for my next release :( I'm tempted to drop support for it, they're a pain to produce the overviews when

RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Mark Gornall
Are you still seeing it now with the new release? I haven't tried it since 1109, I'll try it out tonight. I spent last night just playing online making sure everything was ok with the online game under 1109, which it was :) routetwo www.vampireslayermod.com

Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results...

2002-04-25 Thread Josh Coyne
i remember coding on a 200 K6-2... fun. - Original Message - From: Lord Booga [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, April 25, 2002 3:51 AM Subject: Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results... 700 mhz? You're lucky - i

Re: [hlcoders] Does the new anticheating system work?

2002-04-25 Thread Lord Booga
I think that was CS1.4 _before_ Valve added the anti cheat thingy. Lord Booga Coder/Modeller/Semi-Mapper for the Neo Pokémod http://pokemod.fragoff.net - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, April 26, 2002 12:18 AM Subject: [hlcoders] Does

RE: [hlcoders] Does the new anticheating system work?

2002-04-25 Thread David Flor
Also Counter-Strike is the only MOD with anti-cheat protection built into it. Depends what your definition of protection... The Opera prefers the term of humiliation. Tnx Rgds... David Nighthawk Flor ( [EMAIL PROTECTED] ) Lead Programmer, The Persistence Engine - http://www.persistengine.com/

RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Eric Smith
If you're having problems with HLTV, Martin Otten (mailto:[EMAIL PROTECTED]) is a great reference for your questions (since he created it). -Eric -Original Message- From: Mark Gornall [mailto:[EMAIL PROTECTED]] Sent: Thursday, April 25, 2002 4:26 AM To: '[EMAIL PROTECTED]' Subject: RE:

[hlcoders] Anti-cheat code in mods

2002-04-25 Thread Michael A. Hobson
Botman: Actually, AHL Beta 5 and Desert Crisis both have API Hooking detection anti-cheat built-in and have had it since HL 1.1.0.8 / SDK 2.2. This code was developed by Ikkyo of Desert Crisis. I had some small technical input into version 2 of this code, which now uses an additional technique

[hlcoders] Wicked3d and Sprites

2002-04-25 Thread Roachfood - the-coming.com
Normally I would post a n00b question on the wavelength forums, but since some of you dont go there and this might pertain to a wide range of people (1964 according to the valve survey). My mod uses some sprites for the interface, including but not limited to mouse pointer, special icons for

[hlcoders] UTIL_SetSize

2002-04-25 Thread Daniel Johansson
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok, Im still fooling around with this model thing. I link the entity/model to world with SET_MODEL then I go into the game realizing that the model is not solid. I go back to code to fix this and I

Re: [hlcoders] UTIL_SetSize

2002-04-25 Thread _Phantom_
this is the code used for func_dave (dont ask) in the Erads mod, which is basical a box used to select class and rearm, this makes a solid, useage model which can be anysize : void CAmmoclass::Spawn( void ) { Precache(); SET_MODEL( ENT(pev), models/ammobox.mdl ); UTIL_SetOrigin( pev,

Re: [hlcoders] UTIL_SetSize

2002-04-25 Thread botman
Ok, Im still fooling around with this model thing. I link the entity/model to world with SET_MODEL then I go into the game realizing that the model is not solid. I go back to code to fix this and I have now come to the conclusion that you need to set a size for the model to be solid. Now my

Re: [hlcoders] UTIL_SetSize

2002-04-25 Thread Daniel Johansson
ok, thanks I'll give it a shot :) thanks again! - Original Message - From: _Phantom_ [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, April 25, 2002 11:25 PM Subject: Re: [hlcoders] UTIL_SetSize this is the code used for func_dave (dont ask) in the Erads mod, which is basical

RE: [hlcoders] UTIL_SetSize

2002-04-25 Thread Ken Birdwell
In the studiohdr_t struct, there are both min/max and bbmin/bbmax which _should_ have been used to set both movement hull and view clipping hull (qc commands $bbox and $cbox respectively), but were never used in HL so typically remain uninitialized. If it's all your own models, you may want set

RE: [hlcoders] Anti-cheat code in mods

2002-04-25 Thread James Mitchell
That method of detecting doesn't detect all opengl.dll hacks, etc That only detects wrappers, but you can hook functions using the IAT And not get detected with only that method.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael A. Hobson Sent:

RE: [hlcoders] Anti-cheat code in mods

2002-04-25 Thread James Mitchell
Yes, but there is very minor detection in the engine dll(hw.dll, and sw.dll) that will detect a certain method of modification...Although the new PE Replacement is a standstill for cheating, and the methods being used of IAT Redirecting and hooking won't be used on the encrypted Pes, although

[hlcoders] HL1109 Prediction Problems?

2002-04-25 Thread Cale Dunlap
Has anyone else been getting crashes when cl_lw is 1 in their mods ONLY with 1109? This has been happening to me, my debugger isn't telling me ANYTHING at all, the call stack has 3 calls in it, 2 to the engine, and for whatever reason, one to (), I'm not even sure what library thats being

RE: [hlcoders] HL1109 Prediction Problems?

2002-04-25 Thread James Mitchell
Check the previous thing in the call stack, see what that is, because its probley something that contains a pointer to a function, that has nothing.. Because () is going to be the header, not a function unless it rewrites the PE in the memory -Original Message- From: [EMAIL

[hlcoders] Re: hlcoders digest, Vol 1 #441 - 14 msgs

2002-04-25 Thread Michael A. Hobson
James, I did not claim that API Inventorying catches all OPENGL hacks. I said it catches all DLL replacements. Version 1 of Ikkyo's anti-cheat already had IAT scanning. API Inventorying is an *additional* technique added in version 2. At 08:10 PM 04/25/2002 -0700, you wrote: From: James

[hlcoders] Re: hlcoders digest, Vol 1 #441 - 14 msgs

2002-04-25 Thread Michael A. Hobson
James, IAT redirecting and hooking is not affected at all by encrypting the DLL file. It has to be decrypted to run. At that point, it must be vulnerable to IAT hooking. At 08:10 PM 04/25/2002 -0700, you wrote: From: James Mitchell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE:

RE: [hlcoders] Re: hlcoders digest, Vol 1 #441 - 14 msgs

2002-04-25 Thread James Mitchell
Its not a PE when its decrypted either, while It still has exports and an IAT they can't be changed by the normal methods, but you can still alter them and check if they are valid, its just a lot harder, but if you do patch the process after its started it will be detected, and stopped..

RE: [hlcoders] HL1109 Prediction Problems?

2002-04-25 Thread Cale Dunlap
Could it have anything to do with Info string length exceeded messages popping up all the time in the console? I dunno... I'm shootin in the dark here. I know that has SOMETHING to do with player physics, and I know the physics are predicted (I'm pretty sure anyway). Anyone??? -Mazor