RE: [hlcoders] HL2MP Speed hack
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 2 quick questions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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=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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.com ___
RE: [hlcoders] Bouncing/NoClipping Physics Objects?
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] swim / sink?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Flag not being set?
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Flag not being set?
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders