RE: [hlcoders] HL2MP Speed hack

2005-03-05 Thread Adrian Finol
You forgot to preface your email with ProTip:

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin
Sent: Friday, March 04, 2005 10:59 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2MP Speed hack

Dude put all anticheat related code on the server whenever possible :o

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Re: [hlcoders] 2 quick questions

2005-03-05 Thread Erik K
Thank you! ;)


On Fri, 4 Mar 2005 10:05:15 -0800, Yahn Bernier
[EMAIL PROTECTED] wrote:
 Use:

 CBroadcastRecipientFilter filter;

 Instead of CSingleUserRecipientFilter

 (there are other convenient filters in recipientfilter.h)

 Yahn

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Erik K
 Sent: Friday, March 04, 2005 3:38 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] 2 quick questions

 There are 2 things i'm trying to accomplish at the moment.

 First I would like to know how to play a sound on all players. Right now
 I use the following code to play a sound when a player captures a
 flag:

 EmitSound( Flag.Captured );

 but that only plays the sound on the client if he's close enough to the
 captured flag. How do I play a sound on all players, no mather how far
 they are away from a captured flag?

 Second thing is how to send a UserMessage to all clients. I only know
 how to send one to one particular player:

 CSingleUserRecipientFilter filter ( this ); // set recipient
 filter.MakeReliable(); // reliable transmission

 UserMessageBegin( filter, MyMessage ); // create message WRITE_BYTE( 1
 ); // fill message WRITE_BYTE( 0 ); // fill message MessageEnd(); //send
 message

 What do I need to do to send it to all connected players?

 Thanks in advance,

 Erikk

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread tei
You can delate farter, and uninteresting.
And move to a simulated phisic, or not phisic at all. And avoid swawning
that much using a cycle for decor stuff. etc
Ben Davison wrote:
Deleting physics objects untill the server becomes stable?
On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote:
Is there anything I can do about it then? (other than restarting HL2)

This usually happens because the server is processing to many physics
calculations and the server can't handle it.
And from what I can remember source forts is extremly intensive on the
physics(well my forts are ;P)
On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:

Yea, they stick in for about half a second then bounce really high, then
they just go all over the place


I've seen this problem when there are 2 many physics interactions
going on for the server to handle.
Do physics objects seem to go into the ground for a bit then pop back up?
On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:


Hi all.
While playing my mod, after a few minutes of play, physics objects
starting bouncing around and act like they have no collisions.
Is this something to do with my mod or is it a Source Engine bug?
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk/sourceforts/
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Knifa
Uh.. what?
You can delate farter, and uninteresting.
And move to a simulated phisic, or not phisic at all. And avoid swawning
that much using a cycle for decor stuff. etc
Ben Davison wrote:
Deleting physics objects untill the server becomes stable?
On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote:
Is there anything I can do about it then? (other than restarting HL2)

This usually happens because the server is processing to many physics
calculations and the server can't handle it.
And from what I can remember source forts is extremly intensive on the
physics(well my forts are ;P)
On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:

Yea, they stick in for about half a second then bounce really
high, then
they just go all over the place


I've seen this problem when there are 2 many physics interactions
going on for the server to handle.
Do physics objects seem to go into the ground for a bit then pop
back up?
On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:


Hi all.
While playing my mod, after a few minutes of play, physics objects
starting bouncing around and act like they have no collisions.
Is this something to do with my mod or is it a Source Engine bug?
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk/sourceforts/
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Ben Davison
Ok Jay.

The reason I thought that was the problem was because when HL2DM got
first released and loads of people put up crappy servers the
symptoms that Knifa described was happening. But when better servers
got put up the problems disappeared.

Ok I have just had a quick look at steampowered's forums and I found
this intresting bit of information.

#20 Physical Mayhem

This seems to occur every now and again, however, with the release of
dm_steamlabs, it has occured much more than before. This problem
causes the physics of all objects to completely mess up, respawning
weapons fall through the floor, throw grenades go through walls,
objects and floors. Objects seem to have a mind of their own as they
bounce about randomly.
Currently the only fix is to restart the server, as the physics remain
changed through map changes.

http://forums.steampowered.com/forums/showthread.php?s=threadid=248425


On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote:
 Uh.. what?

  You can delate farter, and uninteresting.
  And move to a simulated phisic, or not phisic at all. And avoid swawning
  that much using a cycle for decor stuff. etc
 
 
  Ben Davison wrote:
 
  Deleting physics objects untill the server becomes stable?
 
 
  On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote:
 
  Is there anything I can do about it then? (other than restarting HL2)
 
 
  This usually happens because the server is processing to many physics
  calculations and the server can't handle it.
 
  And from what I can remember source forts is extremly intensive on the
  physics(well my forts are ;P)
 
 
  On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:
 
 
 
  Yea, they stick in for about half a second then bounce really
  high, then
  they just go all over the place
 
 
 
 
  I've seen this problem when there are 2 many physics interactions
  going on for the server to handle.
 
  Do physics objects seem to go into the ground for a bit then pop
  back up?
 
 
  On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
 
 
 
 
 
  Hi all.
 
  While playing my mod, after a few minutes of play, physics objects
  starting bouncing around and act like they have no collisions.
  Is this something to do with my mod or is it a Source Engine bug?
 
  Thanks
  --
  Knifa
  SourceForts
  http://knd.org.uk/sourceforts/
 
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  archives, please visit:
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  --
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  - http://www.shadow-phoenix.com
 
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  --
  Knifa
  SourceForts
  http://knd.org.uk/sourceforts/
 
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  archives, please visit:
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  - http://www.shadow-phoenix.com
 
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  --
  Knifa
  SourceForts
  http://knd.org.uk/sourceforts/
 
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  archives, please visit:
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  --
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  - http://www.shadow-phoenix.com
 
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 --
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Ben Davison
Also I forgot to mention, if you are using the HL2DM code it would be
best to check all theese bugs, because you probably have them aswell.

Unless valve are aware of theese bugs and are going to patch soon?


On Sat, 5 Mar 2005 16:19:47 +, Ben Davison
[EMAIL PROTECTED] wrote:
 Ok Jay.

 The reason I thought that was the problem was because when HL2DM got
 first released and loads of people put up crappy servers the
 symptoms that Knifa described was happening. But when better servers
 got put up the problems disappeared.

 Ok I have just had a quick look at steampowered's forums and I found
 this intresting bit of information.

 #20 Physical Mayhem

 This seems to occur every now and again, however, with the release of
 dm_steamlabs, it has occured much more than before. This problem
 causes the physics of all objects to completely mess up, respawning
 weapons fall through the floor, throw grenades go through walls,
 objects and floors. Objects seem to have a mind of their own as they
 bounce about randomly.
 Currently the only fix is to restart the server, as the physics remain
 changed through map changes.

 http://forums.steampowered.com/forums/showthread.php?s=threadid=248425


 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote:
  Uh.. what?
 
   You can delate farter, and uninteresting.
   And move to a simulated phisic, or not phisic at all. And avoid swawning
   that much using a cycle for decor stuff. etc
  
  
   Ben Davison wrote:
  
   Deleting physics objects untill the server becomes stable?
  
  
   On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote:
  
   Is there anything I can do about it then? (other than restarting HL2)
  
  
   This usually happens because the server is processing to many physics
   calculations and the server can't handle it.
  
   And from what I can remember source forts is extremly intensive on the
   physics(well my forts are ;P)
  
  
   On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:
  
  
  
   Yea, they stick in for about half a second then bounce really
   high, then
   they just go all over the place
  
  
  
  
   I've seen this problem when there are 2 many physics interactions
   going on for the server to handle.
  
   Do physics objects seem to go into the ground for a bit then pop
   back up?
  
  
   On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
  
  
  
  
  
   Hi all.
  
   While playing my mod, after a few minutes of play, physics objects
   starting bouncing around and act like they have no collisions.
   Is this something to do with my mod or is it a Source Engine bug?
  
   Thanks
   --
   Knifa
   SourceForts
   http://knd.org.uk/sourceforts/
  
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   --
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   http://knd.org.uk/sourceforts/
  
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   --
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   http://knd.org.uk/sourceforts/
  
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  --
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  http://knd.org.uk/sourceforts/
 
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RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Jay Stelly
I'll try to repro it here.  To be clear, I'm just pointing out that if
you experience these problems, it's most likely a bug.  It's not a
consequence of doing too much physics.  So try to find a way to
reproduce it or help debug it.  It probably won't go away because you
turn off some of the physics in your mod (i.e. I can't think of a reason
why it would) - that's probably just a waste of your time.

If you have this happen on your server locally, I'd be interested to see
the results of turning phys_timescale down to 0.1 and doing
physics_debug_entity on some of the prop_physics entities that are going
crazy.  I'd like to see the console dump of that; it may help figure out
what the problem is.

Jay

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Ben Davison
 Sent: Saturday, March 05, 2005 8:20 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Bouncing/NoClipping Physics Objects?

 Ok Jay.

 The reason I thought that was the problem was because when
 HL2DM got first released and loads of people put up crappy
 servers the symptoms that Knifa described was happening. But
 when better servers got put up the problems disappeared.

 Ok I have just had a quick look at steampowered's forums and
 I found this intresting bit of information.

 #20 Physical Mayhem

 This seems to occur every now and again, however, with the
 release of dm_steamlabs, it has occured much more than
 before. This problem causes the physics of all objects to
 completely mess up, respawning weapons fall through the
 floor, throw grenades go through walls, objects and floors.
 Objects seem to have a mind of their own as they bounce about
 randomly.
 Currently the only fix is to restart the server, as the
 physics remain changed through map changes.

 http://forums.steampowered.com/forums/showthread.php?s=thread
 id=248425


 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote:
  Uh.. what?
 
   You can delate farter, and uninteresting.
   And move to a simulated phisic, or not phisic at all. And avoid
   swawning that much using a cycle for decor stuff. etc
  
  
   Ben Davison wrote:
  
   Deleting physics objects untill the server becomes stable?
  
  
   On Sat, 05 Mar 2005 03:01:19 +, Knifa
 [EMAIL PROTECTED] wrote:
  
   Is there anything I can do about it then? (other than
 restarting
   HL2)
  
  
   This usually happens because the server is processing to many
   physics calculations and the server can't handle it.
  
   And from what I can remember source forts is extremly
 intensive
   on the physics(well my forts are ;P)
  
  
   On Sat, 05 Mar 2005 02:27:56 +, Knifa
 [EMAIL PROTECTED] wrote:
  
  
  
   Yea, they stick in for about half a second then bounce really
   high, then they just go all over the place
  
  
  
  
   I've seen this problem when there are 2 many physics
   interactions going on for the server to handle.
  
   Do physics objects seem to go into the ground for a bit then
   pop back up?
  
  
   On Sat, 05 Mar 2005 01:57:43 +, Knifa
 [EMAIL PROTECTED] wrote:
  
  
  
  
  
   Hi all.
  
   While playing my mod, after a few minutes of play, physics
   objects starting bouncing around and act like they
 have no collisions.
   Is this something to do with my mod or is it a
 Source Engine bug?
  
   Thanks
   --
   Knifa
   SourceForts
   http://knd.org.uk/sourceforts/
  
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 the list
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   --
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   http://knd.org.uk/sourceforts/
  
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   --
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   http://knd.org.uk/sourceforts/
  
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Re: [hlcoders] swim / sink?

2005-03-05 Thread jeff broome
On Sat, 05 Mar 2005 14:58:50 +0100, Black Panther
[EMAIL PROTECTED] wrote:
 Why does the airboat swim and the jeep sink?

 Where are the parameters responsible for this defined?

My guess, IPhysicsObject::SetBuoyancyRatio() in vphysics_interface.h
(haven't actually looked at the code though).

Jeffrey botman Broome

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[hlcoders] Flag not being set?

2005-03-05 Thread Knifa
Hi all.
For no reason at all, flags have stopped being set on my brush entity
(func_fortsite)
This entity is supposed to stop traces from one of my weapons
(weapon_freezer) if you are on the other team (which it does, but it
doesn't do what it's supposed to if has the flag)
When the func_fortsite spawns, I set the flags like this:
   if (m_nTeam == 1)
   {
   AddFlag( FL_FORT_BLUE );
   SetCollisionGroup( COLLISION_GROUP_BLUE_FORT );
   DevMsg(Blue Fort Site\n);
   }
   else
   {
   AddFlag( FL_FORT_RED );
   SetCollisionGroup( COLLISION_GROUP_RED_FORT );
   DevMsg(Red Fort Site\n);
   }
Where m_nTeam is a KeyField, it prints to the console, and everything
seems okay.
On the weapon I do the traces, and check for the flag like this:
trace_t tr;
   if ( pOwner-GetTeamNumber() == TEAM_COMBINE )
   {
   UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
COLLISION_GROUP_BLUE_WEAPONS, tr );
   }
   else
   {
   UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
COLLISION_GROUP_RED_WEAPONS, tr );
   }
   if ( tr.fraction == 1 || (tr.surface.flags  SURF_SKY) )
   return;
   if ( tr.DidHitWorld() )
   return;
   CBaseEntity *pHit = tr.m_pEnt;
   if (!pHit)
   return;
   DevMsg( Team: %d\n, pOwner-GetTeamNumber() );
   DevMsg( %d\n, pHit-GetFlags() );
   if (pOwner-GetTeamNumber() == TEAM_COMBINE)
   {
   if (pHit-GetFlags()  FL_FORT_RED)
   {
   DevMsg(Blue player tried to fire in Red Fort Site\n);
   return;
   }
   }
   else
   {
   if (pHit-GetFlags()  FL_FORT_BLUE)
   {
   DevMsg(Red player tried to fire in Blue Fort Site\n);
   return;
   }
   }
That works fine if you are a combine and firing at a rebel fort site,
but it doesn't if you are a rebel and are firing at a combine site.
When you fire at a combine site, the console says the flags are set to 0.
The weirdest thing is, I hadn't even edited the code when it started
doing this, and it was working before I recompiled.
Does anyone know what might be wrong?
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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Re: [hlcoders] Flag not being set?

2005-03-05 Thread Knifa
Nevermind, I just get it to get the collision group instead, and that
works.
Hi all.
For no reason at all, flags have stopped being set on my brush entity
(func_fortsite)
This entity is supposed to stop traces from one of my weapons
(weapon_freezer) if you are on the other team (which it does, but it
doesn't do what it's supposed to if has the flag)
When the func_fortsite spawns, I set the flags like this:
   if (m_nTeam == 1)
   {
   AddFlag( FL_FORT_BLUE );
   SetCollisionGroup( COLLISION_GROUP_BLUE_FORT );
   DevMsg(Blue Fort Site\n);
   }
   else
   {
   AddFlag( FL_FORT_RED );
   SetCollisionGroup( COLLISION_GROUP_RED_FORT );
   DevMsg(Red Fort Site\n);
   }
Where m_nTeam is a KeyField, it prints to the console, and everything
seems okay.
On the weapon I do the traces, and check for the flag like this:
trace_t tr;
   if ( pOwner-GetTeamNumber() == TEAM_COMBINE )
   {
   UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
COLLISION_GROUP_BLUE_WEAPONS, tr );
   }
   else
   {
   UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
COLLISION_GROUP_RED_WEAPONS, tr );
   }
   if ( tr.fraction == 1 || (tr.surface.flags  SURF_SKY) )
   return;
   if ( tr.DidHitWorld() )
   return;
   CBaseEntity *pHit = tr.m_pEnt;
   if (!pHit)
   return;
   DevMsg( Team: %d\n, pOwner-GetTeamNumber() );
   DevMsg( %d\n, pHit-GetFlags() );
   if (pOwner-GetTeamNumber() == TEAM_COMBINE)
   {
   if (pHit-GetFlags()  FL_FORT_RED)
   {
   DevMsg(Blue player tried to fire in Red Fort Site\n);
   return;
   }
   }
   else
   {
   if (pHit-GetFlags()  FL_FORT_BLUE)
   {
   DevMsg(Red player tried to fire in Blue Fort Site\n);
   return;
   }
   }
That works fine if you are a combine and firing at a rebel fort site,
but it doesn't if you are a rebel and are firing at a combine site.
When you fire at a combine site, the console says the flags are set to 0.
The weirdest thing is, I hadn't even edited the code when it started
doing this, and it was working before I recompiled.
Does anyone know what might be wrong?
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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