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 Fearn

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

2006-05-05 Thread Jeff Fearn
-- 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] Crash in release mode only AND Changing the viewports

2006-04-26 Thread Jeff Fearn
not reproduce the crash 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

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 got the

Re: [hlcoders] Overlay Text

2006-03-02 Thread Jeff Fearn
your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders I'm sure your comment is directed at other people since Mr L Duke didn't actually complain or bitch in any of his posts. -- Jeff Fearn Postmodernism: Once more without

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

2006-02-21 Thread Jeff Fearn
-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 preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

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, please

Re: [hlcoders] NO MORE OFFTOPIC PLEASE

2006-01-26 Thread Jeff Fearn
believe this list needs to be regulated; if someone comes along with a topic that you feel doesn't belong on the list, just ignore it. But I really don't like the idea of being limited to any particular topic here, or having people holding back answers as a result. On 1/26/06, Jeff

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] Linux binary compiles fine but fails to load.

2005-12-22 Thread Jeff Fearn
when compiling -- 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] 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 steam

[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

[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] 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 your hl1

[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

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 changes that

[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!

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, edit

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 getting

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 archives,

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

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

[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 feeling. -- Geoffrey

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

2005-11-15 Thread Jeff Fearn
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 the ABI in minor versions :/ -- Jeff Fearn

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 actively

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 installation

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 out if

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 to

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

2005-09-28 Thread Jeff Fearn
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). If there's interest, I can add hl1 support too. Patrick On 9/28/05, Jeff Fearn [EMAIL PROTECTED

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

2005-08-16 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

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 get the debugger

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Jeff Fearn
-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 Sent: Wednesday, August 10, 2005 3:27 AM To: hlcoders@list.valvesoftware.com Subject

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 engine API

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-06 Thread Jeff Fearn
:) 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 5/15/05, Adam amckern Mckern [EMAIL

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 advising them

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 do,

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 correct (I

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
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- From: Jeff Fearn [mailto:[EMAIL PROTECTED] Sent: Tuesday, August 02, 2005 6:59 PM To: hlcoders

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 archives,

[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

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] 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 extra fields for when and how the player

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 link

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

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. I don't believe lag compensation has any visual (rendering

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 clocks

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 you recommend a good discussion on lag

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 second.

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

2005-06-07 Thread Jeff Fearn
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), and therefore it's the number of impulses per second

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 think it

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

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 what's passed from the

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 of the

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 what

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/2

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 impulses per second that allows speed hacking? Yes, I believe

[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

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 appears the SZ_GetSpace error occurs when the engine overruns

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 snigger

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 plugins

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 use the

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 CQC

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

[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,

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 of game

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 of

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 the client's

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

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 archives,

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 list

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 even

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, snip What negatives do you see? Thanks, Mike If you are new to this list, you should first check out some of the HL2 wiki

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, this would

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

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 hell

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 have

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] 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 seem to

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 :^) lol,

[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

Re: [hlcoders] gaitsequence problems

2002-06-05 Thread Jeff Fearn
poke :) 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

[hlcoders] modifying usercmd_s

2002-05-13 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 the lengths

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 becomes

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, there

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 spawning a

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

[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

[hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn
I am trying to get the origin of brush based entities, specifically a func_bomb_target. pev-origin is all 0, pev-absmin and absmax. VecBModelOrigin returns -1, -1, -1. I am trying to support CS de type maps, as they fit my mod well. I already have HLDM working properly :} I am using

Re: [hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn
It sounds like the func_breakable you are spawning is setting the size of the entity and thus messing up the VecBModelOrigin() calculations. Do you have UTIL_SetSize(), UTIL_SetOrigin() or something similar in your func_breakable code somewhere? The min and max values for the brush model

Re: [hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn
All of the Spawn() functions for brush models that I looked at had this... SET_MODEL( ENT(pev), STRING(pev-model) ); ...setting the model of the entity to the *modelindex value for the brush model. Perhaps you need to do the same thing and set the pev-model up properly before trying to

Re: [hlcoders] Linux is the bane of my existence...

2002-03-12 Thread Jeff Fearn
I was able to compile it no problem under Redhat 6.x, but now that that installation tanked and I'm forced on to Redhat 7.2, I have compile issues. Wish I knew the intricacies of Linux; took me an hour to get things like FTP or the HL Dedicated Server running... gcc -Dstricmp=strcasecmp

Re: [hlcoders] HW.DLL crashing because of new weapon...

2002-03-05 Thread Jeff Fearn
Cortex wrote: A good tool to use in this case could be Call stack. Sometimes I had similar problems and thanks to the Call Stack, I've found what pointer pointed to null :) That works when you pass a null pointer as an argument to the code that crashes. In my case, no code of mine, (or

Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-05 Thread Jeff Fearn
I've been working on patches to modify the Full and Standard SDK 2.2 to compile cleanly with Borland, MinGW and Microsoft Visual C++. While you're at it, why not include gcc 2.95.3 in your list? :) This is easy, it's just fully defining the function pointers, moving some variable

Re: [hlcoders] Finished a bot. But how do i build a linux release?

2002-03-02 Thread Jeff Fearn
can't i just export a makefile from windows? or will this not work when it comes to compiling for a linux machine? Sorry for the _long_ delay in replying, but my motherboard shat itself it took a month for me to scrape up the cash, but at leats I got to go from a 650MHz to a 17GHz CPU :}

Re: [hlcoders] rmf format

2002-02-15 Thread Jeff Fearn
Worldcraft uses MFC's CObject serialization system to read and write RMF files. The RMF file holds runtime class type information so that the objects can be automatically constructed as the file is read. After each runtime class block are the raw data members of each object. There's no

[hlcoders] WC Linux Port

2002-02-15 Thread Jeff Fearn
Hey Valve guys, is there any chance of Valve letting me (or anyone) port WC to Linux? Can be open or closed source, I'd prefer open. Maybe something like how ID have allowed GTK-Radiant to be done. I'd be prepared to sign any NDA's etc as required. Jeff 'DarthBobo' Fearn [EMAIL PROTECTED]

[hlcoders] Tute Feedback

2002-02-15 Thread Jeff Fearn
Hi all, I have a modified my zoom tute, on bigguys site ages ago, to be fully client side and sdk2.2 friendly. Please take a look and give me some feedback on style, layout etc. http://swarm.edgegaming.com/team/darthbobo/tutes/zoom.php3 Gots to update my personal site, it is way outta date ;}

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