Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > Based on the quake code here is what the move command passes: > > BYTE 3 (means move) > FLOAT time (Used to calculate lag, ping, and movement) > ANGLE viewangle X > ANGLE viewangle Y > ANGLE viewangle Z > > // The next three are the velocity

RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Deadman Standing
Based on the quake code here is what the move command passes: BYTE 3 (means move) FLOAT time (Used to calculate lag, ping, and movement) ANGLE viewangle X ANGLE viewangle Y ANGLE viewangle Z // The next three are the velocity of the player SHORT forward_movement SHORT sideway_movement SHORT up_mo

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeffrey "botman" Broome wrote: > > > > Use the source Luke... > > > > src\game_shared\usercmd.h (see the "CUserCmd& operator =" function) > > src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions) > > > > UserCmd is w

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \"botman\" Broome
Jeff Fearn wrote: On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote: Ask someone at Valve :) Good idea, I hear there is another email list where some of the guys for Valve join in the discussion, I'll go post there ;) Use the source Luke... src\game_shared\usercmd.h (see the "CUserCmd

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \"botman\" Broome
Jeffrey "botman" Broome wrote: Use the source Luke... src\game_shared\usercmd.h (see the "CUserCmd& operator =" function) src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions) UserCmd is what's passed from the client to the server when a client moves, jumps, ducks, fires w

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote: > Ask someone at Valve :) Good idea, I hear there is another email list where some of the guys for Valve join in the discussion, I'll go post there ;) Jeff ___ To unsubscribe, edit your list prefer

[hlcoders] Maya exporter for OS X

2005-06-07 Thread James Williams
This has probably been asked several times before, but is there any possibility of getting a Maya export plugin for OS X? If we had the source for the exporter, we could likely port it without _too_ much difficulty, but I believe all we have is the 3DSMax exporter. If a port isn't done by Valve (ra

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/7/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > LOl, it is the same thing. The movement command is based on time, that is > why velocity not position is passed. Keep in mind velocity is a measurement > of distance over time. If you advance time it thinks you traveled farther. I don't thin

Re: [OT] [hlcoders] as maps and chickens

2005-06-07 Thread tei
chickens,.. who cares of chickens? what everybody want its a mod "Kill the kittens" with Domo-kun player models !! http://cardhouse.com/travel/japan/domokun.htm McCormack, Chris wrote: Good luck with that btw, as_highrise was one of the best cs maps ever. -Original Message- From: [

RE: [hlcoders] as maps and chickens

2005-06-07 Thread McCormack, Chris
Good luck with that btw, as_highrise was one of the best cs maps ever. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of LDuke Sent: 07 June 2005 03:32 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] as maps and chickens Sorry, I'll try there. I

RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Deadman Standing
LOl, it is the same thing. The movement command is based on time, that is why velocity not position is passed. Keep in mind velocity is a measurement of distance over time. If you advance time it thinks you traveled farther. You can look at the old quake code to get a fell how this is done. Also l

RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread McCormack, Chris
Ask someone at Valve :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jeff Fearn Sent: 07 June 2005 08:37 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live On 6/6/05, Deadman Standing <[EMAIL PRO

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/6/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > It is based on world time, not # of commands. A speed hack is essentially an > exploit of the server's lag compensation. Number of commands is irrelevant. > A speed hack would still work if you were to only send a packet a second. I think yo

Re: [hlcoders] m_Skins on models and other things

2005-06-07 Thread Knifa
Natural Selection dunno what "ns" is ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Monday, June 06, 2005 11:14 PM Subject: Re: [hlcoders] m_Skins on models and other things you mean like the "flashlight" ef