Re: [hlcoders] Test

2006-07-10 Thread Jeff Fearn
Damn noobs! /me runs like hell On 7/8/06, Eric Smith <[EMAIL PROTECTED]> wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Jeff

Re: [hlcoders] Fwd: [hlds_linux] Source mod server crash

2006-05-05 Thread Jeff Fearn
_ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > > > > > > > -- > > > >

Re: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-26 Thread Jeff Fearn
bug I get in release mode, even after full rebuilds. Any more > suggestions? Try this: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html/_core_turn_on_generation_of_debug_information_for_the_release_build.asp -- Jeff Fearn "Postmodernism: Once more without feeling." -- Geoffrey Nunberg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] filesystem_steam.dll cant load

2006-03-14 Thread Jeff Fearn
Hi. On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote: > [ Converted text/html to text/plain ] > > well just woke up today to play with some things I was doing with the sdk to > find that all my mod files will not run in hammer. I even tried making a new > mod from scratch to test things and I go

Re: [hlcoders] Overlay Text

2006-03-02 Thread Jeff Fearn
nces, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > - Benjamin Davison > -- > > ___ > To unsubscribe, edit your list preferences, or

Re: [hlcoders] Overlay Text

2006-03-02 Thread Jeff Fearn
on a single machine. They have no networking whatsoever - just a > table stored in the engine that is accessed by the client and the server > code on the same machine. > > Jay JayStelly.Bravery++; -- Jeff Fearn ___ To unsubscrib

Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Jeff Fearn
Good luck! I think more mods should have AI in MP/Co-op, so let us know if you find a good solution :) -- Jeff Fearn "Postmodernism: Once more without feeling." -- Geoffrey Nunberg ___ To unsubscribe, edit your list pre

Re: [hlcoders] NO MORE OFFTOPIC PLEASE

2006-01-26 Thread Jeff Fearn
imited to any particular topic here, > > or > > having people holding back answers as a result. > > > > On 1/26/06, Jeff Fearn <[EMAIL PROTECTED]> wrote: > > > > > > On 1/26/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > > >

Re: [hlcoders] NO MORE OFFTOPIC PLEASE

2006-01-26 Thread Jeff Fearn
On 1/26/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > This list is for code - not maps or support... > > Please sumbit your comments to the correct list - if > there is no correct list then please stop at the > steampowered's faq - and then a google of your > symptoms - if thats no help, ple

Re: [hlcoders] Mod Version filter on ServerBrowser?

2006-01-16 Thread Jeff Fearn
On 1/16/06, Garry Newman <[EMAIL PROTECTED]> wrote: > Maybe they'll eventually allow us to automatically update our mods and it > will all become moot. http://www.vapour-online.com -- Jeff Fearn "Postmodernism: Once more without feeling

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Jeff Fearn
cast > U vtable for std::bad_alloc > U __cxa_allocate_exception > U __cxa_call_unexpected > U __cxa_free_exception > U __cxa_pure_virtual > U __cxa_throw > U __dynamic_cast > U __gxx_personality_v0 >

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Jeff Fearn
On 12/22/05, Stephen Micheals <[EMAIL PROTECTED]> wrote: > tier0_i486.so => not found > vstdlib_i486.so => not found You have not exported your library path, it can't find the HL libraries. export LD_LIBRARY_PATH=/path/to/hlds:$LD_LIBRARY_PATH Jeff __

Re: [hlcoders] "This Steam account is being used in another location"

2005-12-19 Thread Jeff Fearn
On 12/20/05, Gnolfo <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I'm bumping this thread to say that my mod still has this problem (HL2). > Nobody on the team can join a server together via our mod, though the

[hlcoders] HL1 SDK 2.3 Broken?

2005-12-15 Thread Jeff Fearn
It, 1:30 am, so forgive me if this has been discussed, but the 2.3 SDK does not compile. Fresh install, no mods, .NET 2003: Error 1: d:\HL-SDK\Multiplayer Source\engine\cdll_int.h(72) : error C2011: 'client_textmessage_s' : 'struct' type redefinition d:\HL-SDK\Multiplayer Source\engine\Se

Re: [hlcoders] Porting HL mod to HL2

2005-12-14 Thread Jeff Fearn
On 12/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > Like chosing to use a SDK for a TC or start from > nothing, it can be done, its just the render engine > will be missing some hooks, and you will have to do > almost as much bug hunting as it would take to compare > the hl2 class with yo

[hlcoders] Porting HL mod to HL2

2005-12-14 Thread Jeff Fearn
I'm considering porting a HL mod, or 2, to Source. Anyone have any feedback on how porting compares to starting from scratch? Only interested in the coding aspect atm. Any resources on the net for this? FGoogle has failed me ... or more correctly I have failed Google ;) Thanks, Jeff _

Re: [hlcoders] Latest HL1 SDK

2005-12-13 Thread Jeff Fearn
On 12/14/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > Actually, there have been patches released on hlcoders that (for some > reason or another) aren't in 2.3 > > Go to www.metamod.org and click "SDK Files", 2.3-p2 is as of the > clientcvarquery1 interface. The most important thing are chang

[hlcoders] Latest HL1 SDK

2005-12-13 Thread Jeff Fearn
Hi, I was just wondering if the latest HL1 SDK was 2.3 or if there has been any patches released? Will the HL1 SDK be added to the Steam Tools? Tracking 2.3 down took a bit of work :) Thanks, Jeff. ___ To unsubscribe, edit your list preferences, or vie

Re: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
On 12/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > Go to Debug->Exceptions in MSVC and set "Access Violation" to "Break > Always". It just had to be embarrassingly simple :( Jeff ___ To unsubscribe, edit your list preferences, or view the list a

Re: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
On 12/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > If you want to have an internet server (i.e sv_lan 0) and still want to > debug then you can also launch your game via Steam and then attach the > debugger to the process. Nah, that's fine debugging on lan is ok. I am having a problem gett

Re: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
On 12/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > You can also run with "sv_lan 1". Hmmm that fixes it ...cept for the annoying mscvrt70.dll missing error when it crashes ... google to the rescue! Thanks, Alfred :) Jeff ___ To unsubscribe, edi

[hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
Hi ho all, for some resaon I can no longer debug my Hl1 mod. It's been a month or so since I last tried, yes I am slack, no idea why it's stopped. Setting up renderer... SKY: nottinghamrt, nottinghambk, nottinghamlf, nottinghamft, nottinghamup, nottinghamdn, done **Graph Pointers Set! Compressing

Re: [hlcoders] "This Steam account is being used in another location"

2005-12-07 Thread Jeff Fearn
On 12/7/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > We have released a fix for this in Beta form. Run Steam with "-beta hl1" > on the command line to get this update (note that you CANNOT run both > the SDK beta and this beta at the same time). > > I would appreciate feedback from people verif

Re: [hlcoders] Mod Developer alternative to steam://updatenews/

2005-12-01 Thread Jeff Fearn
On 12/2/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > We are working on a more extensive system to allow popular Mods to > directly message their users. No ETA or hard feature set yet, but we are > on it. It would be easier to become more popular if people could update less popular mods and get

Re: [hlcoders] "This Steam account is being used in another location"

2005-12-01 Thread Jeff Fearn
Just thought I'd let the list know that Alfred has confirmed this as a bug and is working on a fix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] "This Steam account is being used in another location"

2005-11-29 Thread Jeff Fearn
When trying to run my HL1 mod as a listen server I get "This Steam account is being used in another location" error. Setting sv_lan 1 in listenserver.cfg bypasses this problem. Fully updated Dedicated Server seems to work ok. -- Jeff Fearn "Postmodernism: Once more without feelin

Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Jeff Fearn
ermine if there will be any strange run time behaviour without extensive testing. Is that crash due to a bug in the SDK or a run time ABI clash? Welcome to ABI hell ;) Valve dudes, which 3.x version of gcc are you using? The x being pretty important give the (expletive words) practice of changing th

Re: [hlcoders] Upcoming Steam update and MODs

2005-10-07 Thread Jeff Fearn
On 9/29/05, Erik Johnson <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > It at least falls under the umbrella of some of the next set of things > we're working on for Steam. > > Along those lines, we're pretty activ

Re: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Jeff Fearn
On 9/29/05, Ian Warwick <[EMAIL PROTECTED]> wrote: > I do believe if your mod is good enough Valve would make it available > through steam, there is an option in steam to view 3rd party mods and > download them, only the good ones get listed. You get a link to your web site, no actually installati

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Jeff Fearn
mplemented but no one had asked for it yet so it's been on the > backburner. > Support for new games (e.g. hl1 mods) isn't too hard to add, it's just a > matter of filling in the blanks (directory structure of the new game, > commands to launch mods, server protocol, etc

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Jeff Fearn
Any plans for: HL1 mod support Handling mods that are already installed Linux servers Jeff On 9/29/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > > > > P.S. I like steam, would rock if mods could distribute that way. > > Not

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Jeff Fearn
On 9/28/05, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Good point Draco, I suppose it was wrong of me to say that, when they have > started releasing names of mods they are following the progress of and are > more than willing to help ou

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Jeff Fearn
On 8/16/05, Skyler York <[EMAIL PROTECTED]> wrote: > Maybe just make the view model a VPhysics object that's attached to > the player at a point and tries to stay oriented forward, and it will > interact naturally with the environment. Just my two cents. This would rock! What are the limits on VP

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Jeff Fearn
set go > to the Debug->Exceptions menu and set the exception type you want > (Access Violation for example) to "Stop always". > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn >

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Jeff Fearn
Still can't catch exceptions when running HL1 mod in VS .NET 2003 ... anyone have any idea what may be causing such a thing? Jeff On 8/7/05, Jeff Fearn <[EMAIL PROTECTED]> wrote: > Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting > edge ;) And I still can not

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeff Fearn
On 8/8/05, Damien <[EMAIL PROTECTED]> wrote: > >> But are there dedicated functions in the engine to do multithreading, or > >> should I include myself the thread libraries (win and linux) ? > > > > AFAIK, there isn't anything in the Half-Life or Half-Life engine that is > > threaded (and the engin

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-06 Thread Jeff Fearn
nyway :) SteamApp.cfg: SteamAppId=70 SteamAppVersionId=0 SteamInstallPath="D:\Steam" [EMAIL PROTECTED] BinaryLogEnable = disable Steam.dll & msvcr70.dll in half-life directory Jeff On 5/15/05, Jeff Fearn <[EMAIL PROTECTED]> wrote: > On

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
l use, you have to pay for a license. > > Isn't commercial when you charge people money to play or download the > plug-in/mod and the writer/development team profits off of it. > > So as long as the mod is freely available, > > - voogru. > > -Original Message- > F

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote: ...snip... GPL discussion I disagree with those articles definition of what is legally enforcable as a derivative product. By that kind of definition anything that uses the MS header files is a derivative of Windows, clearly insanity! The

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
On 8/3/05, Damien <[EMAIL PROTECTED]> wrote: > Now what I think : > I'm developping a plugin for CS:S (and other mods soon) and it will use > mysql. I will distribute the source code if people ask me... Aside from the MySQL "Limited GPL" stupidity, if you hold that MySQL's interpretation is correc

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
Again the note that no one here is a lawyer, so either get a lawyer or simply don't use software written by arseholes who give mixed messages. On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote: > you must not have gained any of the knowledge you need for > this from the GPLed MySQL - if you

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
On 8/1/05, Michael A. Hobson <[EMAIL PROTECTED]> wrote: > Dear All, > > First of all I AM NOT A LAWYER. > > Do not make legal decisions based upon my opinions. > > Hire a real lawyer for legal opinions. Same here! :) > You are not a lawyer either and you can get people into big trouble by > advis

Re: [hlcoders] Max Players

2005-07-24 Thread Jeff Fearn
On 7/24/05, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > Cs:s is 64 players max. > It's all defined in shareddefs.h Ahhh 255 ... should be workable ... hehe Thanks, guys :) Jeff ___ To unsubscribe, edit your list preferences, or view the list archive

[hlcoders] Max Players

2005-07-23 Thread Jeff Fearn
>From the FAQ: # Will mods be able to set maxplayers > 32? Our plan is to allow a mod to go above this on a per-mod basis. No promises yet on that :) Did this ever happen? If so what is the absolute max and how is it set? Jeff ___ To unsubscri

Re: [hlcoders] Keeping track of information inside the game

2005-07-20 Thread Jeff Fearn
Probably, but why use KeyValues to store game data? Jeff On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: > But would it allow me to save a KeyValues object? > > Jeff Fearn wrote: > > >There is save/restore functionality in the SDK, you could just add a > >couple of

Re: [hlcoders] Calculating a gradient?

2005-07-20 Thread Jeff Fearn
green 0, 255, 0 red 255, 0 ,0 % = 50 ((max(x,y) - min(x,y)) * %) + min(x,y); for(int i = 0; i < 3; i++) { new_color[i] = ((max(g[i], r[i]) - min(g[i], r[i])) * 0.5) + min(g[i], r[i]); } Jeff On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: > There's no way to calculate the color between two ot

Re: [hlcoders] Keeping track of information inside the game

2005-07-20 Thread Jeff Fearn
There is save/restore functionality in the SDK, you could just add a couple of extra fields for when and how the player got the item to the base item entity, add a new item list for non-current items to the player, add that list to the player data description and then use the existing save/restore

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Jeff Fearn
On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > If I could kiss you I would ;) Ben had better be short for Benita! ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list arc

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Jeff Fearn
On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I wish there was an easy way to install that XML parser, I'm a god damn > linux nub. I'm loosing track of who is who here ... are you using Fedora? Googling for '"XML Parser" rpm' first lin

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

2005-06-09 Thread Jeff Fearn
On 6/10/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > I can see how exploiting lag compensation could allow you to speed up > > by a factor or two, but the hacks I have seen have been measured in > > magnitudes. > > >

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

2005-06-08 Thread Jeff Fearn
On 6/9/05, LDuke <[EMAIL PROTECTED]> wrote: > Imagine that the client lags out for 5 seconds, then an update gets > through. From the tick before the update to the tick after the update, > the client moves 5 seconds * maxspeed. At a max speed of 320, that's > 1600 units in less than a tenth of a se

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

2005-06-08 Thread Jeff Fearn
On 6/9/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > Clearly I am missing some fundamental understanding of how the lag > > compensation works because I don't get how you come to this conclusion > > from this scenario. Can

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

2005-06-08 Thread Jeff Fearn
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > To have a concept of future time you have to synced clocks. The engine does > have a svc_time event the server can send, this event is not adequate to > compensate for network lag (and does not need to be). You would not be > guaranteed the c

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 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 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

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

2005-06-07 Thread Jeff Fearn
t a second. I think you are wrong, Botman said this earlier: On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > Am I correct that a player does not actually state their position in > > the world but simply gives impulses (buttons), an

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

2005-06-06 Thread Jeff Fearn
On 6/6/05, Teddy <[EMAIL PROTECTED]> wrote: > Have a dig around in CBasePlayer::PhysicsSimulate() to see how it runs > the player commands (#2779 of /dlls/player.cpp). It only runs the > physics once per frame. Increasing the number of commands per packet > won't change this... A: The engine is wh

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

2005-06-04 Thread Jeff Fearn
On 6/4/05, Teddy <[EMAIL PROTECTED]> wrote: > I don't think you can speed hack by increasing your cl_cmdrate. Of course not, simple maths would lead anyone to that conclusion. Client sends X packets a second with Y commands per packet. If you double cl_cmdrate you get X*2 packets each containing Y

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

2005-06-03 Thread Jeff Fearn
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > Am I correct that a player does not actually state their position in > > the world but simply gives impulses (buttons), and therefore it's the > > number of impulse

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

2005-06-02 Thread Jeff Fearn
On 6/3/05, Mike Dussault <[EMAIL PROTECTED]> wrote: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html Am I correct that a player does not actually state their position in the world but simply gives impulses (buttons), and therefore it's the number of impulses per second that a

Re: [hlcoders] SZ_GetSpace error - HL1

2005-05-26 Thread Jeff Fearn
On 5/25/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > > > >>Adding -zone 8192 to the command line can sometimes help this. From looking > >>at the Quake code it

Re: [hlcoders] non HL question

2005-05-25 Thread Jeff Fearn
On 5/25/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > lol, > > He asked how to change the username not the password... > If he meant the password then as root > type "passwd" on the command without the quotes. bwahahahahahah that's so funny, my mind couldn't cope and made me read password lol hehe

Re: [hlcoders] non HL question

2005-05-24 Thread Jeff Fearn
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > If he is worried about someone cracking his password use a better password. Which is exactly what he asked how to do. --snip-- Jeff ___ To unsubscribe, edit your list preferences, or view the list arc

Re: [hlcoders] non HL question

2005-05-24 Thread Jeff Fearn
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > uh, That isn't advised > You will probably screw up your box if you do that. It won't break anything. > There are alot of better ways to secure the box then to just change the root > login. True, but it's a good first step. > > r00t 3:16 >

Re: [hlcoders] Speed hack detection?

2005-05-24 Thread Jeff Fearn
On 5/23/05, Andrew (British_Bomber) <[EMAIL PROTECTED]> wrote: > > If the client says its game time A and I'm here, then, it's game time > > B and I'm there, how is that in anyway difficult to calculate > > distance/time? This is only a problem if the client doesn't send or > > the server doesn't u

Re: [hlcoders] SZ_GetSpace error - HL1

2005-05-24 Thread Jeff Fearn
On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > Adding -zone 8192 to the command line can sometimes help this. From looking > at the Quake code it appears the SZ_GetSpace error occurs when the engine > overruns static buffers used to build network messages. Too many or poorly > written pl

[hlcoders] SZ_GetSpace error - HL1

2005-05-22 Thread Jeff Fearn
Hi, I occasionally get the dreaded SZ_GetSpace fatal error, crash and burn thing. I was wondering if there was anyway to debug this as it seems the engine catches this and exits, so I can't find out whats causing it in gdb. Jeff ___ To unsubscribe, edit

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread Jeff Fearn
On 5/19/05, LDuke <[EMAIL PROTECTED]> wrote: > Sometimes a player will lag out for a couple seconds and then when his > posistion is updated he "jumps" to his actual location. It seems like > that would appear to be a speed hack if you weren't checking an > "average" speed for a long enough period

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
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

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-05-15 Thread Jeff Fearn
On 5/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > Just download the dlls' > > You can find them in the zhlt package - > http://downloads.ammahks.com/zhlt/zhlt321.zip (place > them in the system32 folder) > > I dont know why its asking for them, mayb vs6 > downloaded a service pack in the

[hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-05-15 Thread Jeff Fearn
Hi all, I have suddenly started getting MSVCR70.dll missing error when my mod crashes in a debug session. Now obviously I'm trying to debug wtf it is crashing so this is annoying as after this message VC stops the debugging session so I can't find out why it's crashing. HL1, VC6 + SP5, Win2K Full

Re: [hlcoders] String Table

2005-03-31 Thread Jeff Fearn
On Thu, 31 Mar 2005 17:32:27 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote: > char message = "Here is your striing"; try: char message[] = "Here is your striing"; Jeff ___ To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread Jeff Fearn
On Wed, 23 Feb 2005 10:38:50 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > I manually unsubscribed him. *sigh*. Keep his name, you'll probably see it on this years Darwin Awards! Jeff ___ To unsubscribe, edit your list preferences, or view the li

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-31 Thread Jeff Fearn
On Sun, 30 Jan 2005 21:39:54 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > There needs to be a HL2DM release for it to export these new interfaces > (so far only CS:S has had such a release). Hopefully sometime in > February. > > Your plugin code needs to be able to handle an out of date (or

Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
On Thu, 27 Jan 2005 00:02:52 +, Serapth Blah <[EMAIL PROTECTED]> wrote: > >What would be cool is if you integrate these two things. i.e. have a > >tool in VC that hooks into one of these wikis and lets you > >retrieve/submit information. > > > >One approach would be to use XML and a Schema, thi

Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
On Tue, 25 Jan 2005 22:26:37 -0600, jeff broome <[EMAIL PROTECTED]> wrote: > On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah <[EMAIL PROTECTED]> wrote: > > Hello all, > > > > > What negatives do you see? > > > > Thanks, > > Mike > > If you are new to this list, you should first check out some of

Re: [hlcoders] Anyone bypassed the max weapons limit before?

2004-11-03 Thread Jeff Fearn
Another way is to use the players class as a reference into an array of weapons. This way you can have 31 weapons for each class. If you don't have player classes then you can use the player class variable as a weapon class and achieve a similar effect. I implimented this for my Swarm mod a fair w

Re: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Jeff Fearn
> > You have to have a widescreen LCD monitor like all the guys at Valve. > > ...and you have to drive a Ferrari, like all the guys at Valve! ;) > > -- > Jeffrey "botman" Broome I bet you're kicking yourself you took that job at at Gearbox and didn't hold out for a job offer from Valve! Must be h

Re: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Jeff Fearn
> Jeff, > > The Academic version of VS.NET is reasonably priced - if you're not > developing for commercial purposes, its quite a good buy. > > Michael Your assumption is that I qualify for the Academic version, I do not. You don't have to be a student to be pov :( Jeff. ___

Re: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Jeff Fearn
On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > I just want to do a quick straw poll of how many people on this list > DON'T have access to MSVC.NET or above for their MOD development (we > hope to only release MSVC.NET project files with the SDK)? > > - Alfred I h

[hlcoders] List management - connection refused

2002-12-21 Thread Jeff Fearn
Hi, I was trying to stop mail delivery while I am away on holidays, but I keep getting connection refused messages when trying to access http://list.valvesoftware.com/mailman/listinfo/hlcoders or http://list.valvesoftware.com/mailman/options/hlcoders/jfearn%40labf.org Thanks, Jeff. __

Re: [hlcoders] Specific clip entity brush for players

2002-10-28 Thread Jeff Fearn
> Is it possible to block players through something like "playerclip" and > allow monsters to pass through? > > Currently Half-Life has: > A standard clip brush which blocks players and monsters. > A monsterclip entity-brush which blocks monsters but allows players to pass > through. > > I can't se

Re: [hlcoders] RE: Palladium

2002-10-08 Thread Jeff Fearn
> > The Palladium is public by Microsoft however MS employees decided it would > > be fun to release other details such as the "trusted code" part which > means > > microsoft checks anythign and everything before its runtime, this infact > > won't be practical and... > > Sounds like Steam to me :

[hlcoders] Extra Files in SDK

2002-10-05 Thread Jeff Fearn
I was just wondering if anyone knew what Wxdebug.cpp was for? Obviously debugging, but for what, and is it of any use to mod makers? Also stats.cpp. Thanks, Jeff. - Jeffrey Fearn [EMAIL PROTECTED] Programmer & Software Engineer ---

Re: [hlcoders] StreamLine and a TFC server

2002-06-24 Thread Jeff Fearn
> Hey guys I made a cool tfc server-side and was wondering if anybody could host it for me? > I just need a 15 player server max and at LEAST a T1 connection, let me know if you can > help me out in anyways, thanks alot. I need a PIV 2Ghz with 4GB ram and a T3 ... oh yeah and a shovel to start hi

Re: [hlcoders] gaitsequence problems

2002-06-05 Thread Jeff Fearn
:) > I am having a strange problem with player models. The problem is that if the idle > sequence selected for the gait sequence is in position 0 then the model is always > bent forward, facing toward the ground at about 45%. Idle animations in other > positions do not have this problem. Also if

[hlcoders] gaitsequence problems

2002-06-02 Thread Jeff Fearn
I am having a strange problem with player models. The problem is that if the idle sequence selected for the gait sequence is in position 0 then the model is always bent forward, facing toward the ground at about 45%. Idle animations in other positions do not have this problem. Also if I switch the

Re: [hlcoders] Third person player / Developer mode

2002-05-21 Thread Jeff Fearn
> But doesn't that assume you set the model yourself with the "SET_MODEL" > command, and precache it? > > What I'm trying to avoid is precaching ALL of our player models, which > would mean: > 1) Only server-defined player models could be used. This isn't an issue > because I restrict the models

[hlcoders] modifying usercmd_s

2002-05-12 Thread Jeff Fearn
I was wondering if it would be possible to increase the size of buttons in usercmd_t, from an unsigned short to an int? I believe I can't do it as it is part of the engine :{ If this is the case is there any chance of getting the SDK updated at some stage? I want to add some melee attacks, and

Re: [hlcoders] Memory Leak - Long debug txt!!!

2002-04-26 Thread Jeff Fearn
> question: Does "{2492} normal block at 0x054A6FD8, 264 > bytes long. > Data: < A7 say_team mov> 10 41 37 05 73 61 79 5F 74 > 65 61 6D 20 6D 6F > 76" come up every time you say something to your team? > These look like part of the networking protocol, is it > possible that you're misdeclaring th

[hlcoders] Memory Leak - Long debug txt!!!

2002-04-26 Thread Jeff Fearn
Below is a debug log of some memory leaks I get when debugging my client dll on occassions. Not really sure what happens to make it come up, it seems rather random. Any ideas on how to track it down/fix it? I closed the game by typing quit in the console. Loaded symbols for 'C:\SIERRA\Half-Life\

Re: Re[2]: [hlcoders] Sprite problems

2002-04-24 Thread Jeff Fearn
> However, KeyValue still isn't being called and the > GetClassPtr function is still being skipped over. So > it was a map problem masquerading as a code problem. > Oh that tricky MSVC!!! :) > > I suppose I'll just let it go on doing that, although > I suspect when the keyvalue data actually becom

[hlcoders] Model sequencing woes - fixed :)

2002-04-23 Thread Jeff Fearn
As we seem to be sharing fixes for strange behavior, I thought I'd share my latest ... "experience" with you. I have been having a problem where the incorrect animation would be displayed for a player, seemingly at random. So instead of running a player would swim, or it would say sequence 77 not

Re: [hlcoders] Visible but no collision breakable

2002-04-21 Thread Jeff Fearn
> I see two potential problems with the way you're spawning the entity. First, > you're using GetClassPtr() to create an instance of the CBreakable class. Most > other places in the SDK where an entity is created use the > CREATE_NAMED_ENTITY() macro to instantiate the class. This is wrong, the

Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Jeff Fearn
> this may sound silly, but why not just link the func_breakable to the bomb > site in the first place? Mainly because there may be some settings in this entity that may cause strange behaviour, this makes sure I have to deliberately set everything. It's just a way of keeping things as clean as p

Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Jeff Fearn
> The "CSwarmCSDE" entity is solely being used to create a func_breakable entity > (pointed to by "breakable" in this example) and then removes itself. The > "CSwarmCSDE" entity is NOT the one that is supposed to be breakable. I'm not > sure why Jeff is doing things this way (rather than just sp

[hlcoders] Visible but no collision breakable

2002-04-16 Thread Jeff Fearn
Hi ho, I am having problems getting a func_breakable ceated in game to collide. I want to break it of course :} The model is visible, just can't figure out why it is not colliding. Every thing with // Test has been added as a test and has been enable or diabled in every combination I could thnk o

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