Yeah i can see what you mean
DM_Underpass
http://img265.echo.cx/img265/7127/dmunderpass00024wi.jpg
HL2CTF
http://img265.echo.cx/img265/3429/dmunderpass9lx.jpg
HL2:DM
I have more, but yeah, i can see what you mean
--- "r00t 3:16" <[EMAIL PROTECTED]> wrote:
> No the multiplayer code.
> Halfl
Hey all,
Here's a trickier question, my mod is going to need to have a mouse _always_
enabled, and I was simply wondering how would I go about making the mouse
always active without having an active view panel?
Next to that, I need to know if it's possible to convert the mouse cursor
position int
No the multiplayer code.
Halflife 2 Multiplayer SDK
Compared to the Half Life 2 Deathmatch..
The Half Life 2 Multiplayer SDK is the Half Life 2 Deathmatch code right?
If so then why the big difference ?
Load half life 2 deathmatch climb a ladder in dm_lockdown.
Then install Half Life 2 Multiplayer
QUOTE
tests it is the hl2mp sdk code in general. I have not
tried it with the MP SDK though
/QUOTE
Do you mean SP?
--- "r00t 3:16" <[EMAIL PROTECTED]> wrote:
> Subject sum's it up..
> I try a ladder in hl2 death match and it is smooth
> as as be.
> No jerking on dm_lockdown map
>
> I inst
quote from lamothe (windows game programing)
"In a FPS the camera angle will look like a fish eye
lense, with things out side of the center of the
players view looking round or distroted"
^^ Excuse my typos
Adam
--- Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>
wrote:
> Yes, I set the FOV to
Subject sum's it up..
I try a ladder in hl2 death match and it is smooth as as be.
No jerking on dm_lockdown map
I install a fresh copy of the hl2mp sdk compile,
run dm_lockdown go to the same ladder and get on it and it is jerky..
Once you get people in the server with the hl2mp sdk it really jerk
At 07:51 PM 5/18/2005, root 3:16 wrote:
but it should reload faster though cause reloading is tick based ?
Weird stuff...
Not wierd at all.
The server's clock is what determine's server tick rate and therefore
the timing of Think() functions.
Server alone decides when you have reloaded.
Michael A.
but it should reload faster though cause reloading is tick based ?
Weird stuff...
I know in some other games you can turn the game speed up on the server.
The first speed hack I ever seen was on one of those games and it was like
the client had their game speed way up but the servers and the other
Yes, speed hacks enable you to fire faster. With a 6x speed hack you can
empty a clip of the AK47 in practically no time. It doesn't let you reload
faster, though.
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, May 18, 2005 6:56 PM
Subject: Re: [hlcoders]
What I find puzzling is why the hl/src server is not authorative over the
players movement?
How come it doesnt internally say, hey, you cant move that fast, im sorry,
back you go to where you should be.
Surely going on what the client says they should be in the map is
rediculous.
- Plasma
-
Yes, that is kind of crazy really.
But what is weird, if they are speeding up the clock would you foot alot
faster and throw grenades faster etc?
I seen the speed hack only 1 or 2 times and didnt' remember seeing them fire
faster but it might be hard to tell dunno..
r00t 3:16
CQC Gaming
www.cqc-gam
True. Any anti cheat for that matter needs to be update constantly to be
affective.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Michael Kramer" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, May 18, 2005 8:54 PM
Subject: Re: [hlcoders] Speed hack detection?
But then whoev
I have player leaning working (it isn't perfect needs some tweaking but it
works)
You need to transition the player to the left / right Using the player
angles and the ViewOffset
The angle will roll the camera a little and the view will shift the camera
to the left or right a little. Also you need
On 5/19/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> r00t 3:16 wrote:
> > Does anyone know (please do not post it if you do know) how the speed hack
> > actually works?
> > It seems they are somehow changing a variable in memory ? Or are they
> > tricking the server somehow ?
>
> Usually
But then whoever writes the hacks would find that exploit and make it
so it tricks the server to make him think is ping was 400++ a lag
hack
On 5/18/05, Erling K. Sæterdal <[EMAIL PROTECTED]> wrote:
> I dont know what LPBs firstly.
>
> If someone has a constant ping of 400 im sure that fine, b
I dont know what LPBs firstly.
If someone has a constant ping of 400 im sure that fine, but the problem
with when a users ping spikes, when this happens your speedhack detectors
gets a false detection.
This can easly be seen if a user is running a p2p program in the background,
his ping can easly g
Would I use the ViewOffset() funtion? I found that out just barely
using the SnapEyeAngles(); Function (I think it is that function) and
it just turns the camera.
On 5/18/05, Kuja <[EMAIL PROTECTED]> wrote:
> Michael Kramer wrote:
>
> >I am trying to do player leaning...I have gotten everything ex
Is there a way to test to see if someone's systems clock is running slower
or quicker? From the server itself?
You could probably do this in a mod where the client would notify the server
of the clock speed of the client. Compared to the servers if it is
"threshold" faster (or slower) they are spee
r00t 3:16 wrote:
Does anyone know (please do not post it if you do know) how the speed hack
actually works?
It seems they are somehow changing a variable in memory ? Or are they
tricking the server somehow ?
Usually the client's system clock is running faster (slower?) than
normal, I can't remember
Does anyone know (please do not post it if you do know) how the speed hack
actually works?
It seems they are somehow changing a variable in memory ? Or are they
tricking the server somehow ?
Would it easier to check if that variable or whatever they changing? Whether
it would be in memory etc?
Do t
high ping kicking is mean and spiteful. I don't want to rant about it,
but lag comp nullifies any complaints LPBs have. (which should be
none, because HPBs don't lag the game. if anything LPBs with
aggressive settings do.)
On 5/18/05, Erling K. Sæterdal <[EMAIL PROTECTED]> wrote:
> I have created
I have created a speedhack detector for amxmodx ( Not released publicy as
of yet ), and i encountered alot of problems i dident think of before i
started. There is alot of things in a half-life map that can effect the
players speed ( Ingame Entities ), that you neeed to check for.
I also found th
Michael Kramer wrote:
I am trying to do player leaning...I have gotten everything except the
command...I am using ViewPunch(); for right now but it doesn't
stay...Does anyone know if there is a way I can rotate the FOV or make
it so that ViewPunch can stay? Thanx :D
I manually set my angles using the setang command, ie, setang 90 90 0
I solved the problem by using a camera entity and making the player view the
camera, which works for what I'm doing, with a map placed camera with the
angles of 90 90 0, the square is perfectly strait.
I don't know why it's wei
Jeff Fearn wrote:
Say one put a threshold of 50% or 100% speed up, how would you go
about detecting that in a server plugin?
What I would do is keep a list of players currently on the server (store
their edict as they connect along with their current location). The
player's location can be obtaine
are you viewing perfectly down? a few degrees of up rotation can
produce an image like that.
On 5/18/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> Yes, I set the FOV to several different positions, including 90, with no
> change.
>
>
> -Original Message-
> From: Jeffrey "botm
On 5/18/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> You would probably not have difficulty detecting a speed hack that was a
> LARGE increase from the server's max speed (i.e. 2X speed, 4X speed,
> etc), but trying to determine if someone is going 10% to 20% faster over
> a small amount
Another problem is that some engine commands use Con_Print for only
part of their output, so when you run the command though RCon half of
it goes through RCon and half of it is printed to the server console.
I think an example of this is the find command.
On 5/16/05, dackz <[EMAIL PROTECTED]> wrot
Yes, I set the FOV to several different positions, including 90, with no
change.
-Original Message-
From: Jeffrey "botman" Broome [mailto:[EMAIL PROTECTED]
Sent: Wednesday, May 18, 2005 2:46 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Odd viewing problem.
Spencer 'voo
Spencer 'voogru' MacDonald wrote:
Hello all,
I'm having a problem that seems to be relating to the players viewing
angles; basically I have a square area on a map.
Are you using an FOV of 90?
--
Jeffrey "botman" Broome
___
To unsubscribe, edit your list p
Hello all,
I'm having a problem that seems to be relating to the players viewing
angles; basically I have a square area on a map.
The player is viewing from a top down position, onto this square area.
However, I cannot get the square to be strait, its crooked one way or
another.
Here is a scree
It's very possible to do that, but as Jeff said you will get a lot
more false positives just due to altering latencies rather than real
hackers. In theory it is sound but unless you have a decent thresh
hold on hacking speeds and just lagging speeds, a better way of doing
this without banning non
Jeffrey "botman" Broome wrote:
DAV wrote:
- Is there anyway to hide the hud and weapons if you have them?
There is a "hidehud" CVAR. Try setting it to 1.
Doh! It would help if I read the code first.
Try setting hidehud to 4. :)
--
Jeffrey "botman" Broome
DAV wrote:
- Is there anyway to hide the hud and weapons if you have them?
There is a "hidehud" CVAR. Try setting it to 1.
--
Jeffrey "botman" Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.va
Thanks for the tip.
Just some things to make it work currectly that I also need:
- How do I pause the game without having the pause image to appear?
- Is there anyway to hide the hud and weapons if you have them?
Thanks,
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/d
Yes, every speed hacker ive seen are zooming around the map.
I want it to catch them.
- Plasma
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To:
Sent: Thursday, May 19, 2005 1:06 AM
Subject: Re: [hlcoders] Speed hack detection?
> Andrew Armstrong wrote:
> >
Andrew Armstrong wrote:
Im curious, is it possible for hlcoders via a plugin or whatnot to
track player positions? What about through console messages with a
cvar turned on?
I think the biggest problem with doing this is the accuracy of the
detection. The internet latency between the client and th
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey,
Im sending this to hlcoders and hlds lists.
Im curious, is it possible for hlcoders via a plugin or whatnot to track player
positions?
What about through console messages with a cvar turned on?
Why fake holograms when you can make REAL holograms with half-life?
A real way to make 3d holograms its to save 1 s demo. Then load the demo
with timespeed lowered to zero, and unsticky the player view to move
around the map.
got Matrix?
Yet another interesting device its to put the camera looking
I am using the UTIL_TraceHull() to see if a player is standing inside or
touching the box I am tracing.
But I am not sure how to tell if the player was inside or not?
trace_t tr;
UTIL_TraceHull(
closest,
closest,
GetPlayerMins( ( player->GetFlags() & FL_DUCKING ) ? true : false ),
GetPlayerMaxs( (
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