Re: [hlcoders] Test

2006-07-10 Thread Jeff Fearn

Damn noobs!

/me runs like hell

On 7/8/06, Eric Smith [EMAIL PROTECTED] wrote:


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

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

2006-04-26 Thread Jeff Fearn
On 4/26/06, ChromeAngel [EMAIL PROTECTED] wrote:

  Subject: Re: [hlcoders] Crash in release mode only AND Changing the 
  viewports
   scheme
  Reply-To: hlcoders@list.valvesoftware.com
 
  ChromeAngel wrote:
 
  2 Issues, I doubt they are related :
  Issue 1) I've got my HL2DM mod running sweet and lovely and i'm about
  ready to send it out to my testers, so I compiled in in release mode,
  only to find it causes a crash in HL2.exe when I spawn on my listen
  server.  How should I go about finding the cause of this crash?
 
  http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore98/html/vcrefgz(catchrelease-builderrorsindebugbuild).asp
 
  --
  Jorge Vino Rodrigue
 
 Issue 1) Cheers for the URL Vino.  By adding the /GZ parameter to my
 debug compile I did manage to catch and fix a bug that was not otherwise
 happening in debug builds.  However, it still does 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

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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 error of filesystem_steam.dll
 cant load..  I did notice that there was an upadtae for steam just before it
 all stopped working..so what is the go here anyone have any clues to whats
 happened.

 thanks

 Adam Donovan

 Hybrid Media Artist


 --
 From:  [EMAIL PROTECTED]
 Reply-To:  hlcoders@list.valvesoftware.com
 To:  hlcoders@list.valvesoftware.com
 Subject:  hlcoders digest, Vol 1 #2407 - 8 msgs
 Date:  Mon, 13 Mar 2006 19:36:03 -0800
 Send hlcoders mailing list submissions to
  hlcoders@list.valvesoftware.com
 
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 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlcoders digest...

This is a nice message, perhaps someone could add a nice message about
trimming irrelivant information out of the digest as well

And perhaps another suggesting that new emails, such as this, don't
use reply at all.

 
 Today's Topics:
 
 1. Re: Re: Glue that damn player to the seat! (Vicent Marti)
 2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer)
 3. Re: Re: Re: Glue that damn player to the seat! (Skillet)
 4. IMesh::Draw() ignoring colors (Jorge Rodriguez)
 5. RE: IMesh::Draw() ignoring colors (Jay Stelly)
 6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez)
 7. RE: IMesh::Draw() ignoring colors (Jay Stelly)
 8. Problems.. (Michael Kramer)
 
 --__--__--

Because it's really annoying

 Message: 1
 Date: Mon, 13 Mar 2006 17:50:05 +0100
 From: Vicent Marti [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Re: Re: Glue that damn player to the seat!
 Reply-To: hlcoders@list.valvesoftware.com
 
 Thanks for that code, I'm sure it will come in handy. Yesterday I
 fixed my problem by hacking the GetRenderAngles() and
 GetRenderOrigin() functions of the player class so they return the
 vehicle's angles and origins when inside a vehicle.
 
 Looks like a really cheap way to fix it (no physics involved,
 clientside), although I'm concerned about the effects when being shoot
 by other players, and with the position that will show on the other
 clients. I will have to run some tests, probably give your code a
 go...


to have to check

 I'll make sure to write something in the Wiki as soon as I've got
 something that really works. I can't believe nobody hasn't written
 anything serious on vehicles yet.
 
 Thanks again, -Vicent.
 
   [ Picked text/plain from multipart/alternative ]
   I don't know if this will help, but for the StickyLauncher which I have
   coded, the bombs stick to objects, and follow them, as you can throw the
   object around and it follows it as it should. The code for that is as
   follows:
  
   CBaseAnimating *pOtherAnim =3D dynamic_castCBaseAnimating *(pOther);
   //if ( pOtherAnim )
   //{
   matrix3x4_t bombWorldSpace;
   MatrixCopy( EntityToWorldTransform(),
 bombWorldSpac=
   e
   );
  
   // get the bone info so we can follow the bone
   FollowEntity( pOther );
   SetOwnerEntity( pOther );
   m_boneIndexAttached =3D pOtherAnim-GetHitboxBone(
   tr.hitbox );
   matrix3x4_t boneToWorld;
   pOtherAnim-GetBoneTransform( m_boneIndexAttached,
   boneToWorld );
  
   // transform my current position/orientation into
   the hit bone's space

through 15 pages

   // UNDONE: Eventually we need to intersect with
 the
   mesh here
   // REVISIT: maybe do something like the decal code
   to find a spot on
   //the mesh.
   matrix3x4_t worldToBone, localMatrix;
   MatrixInvert( boneToWorld, worldToBone );
   ConcatTransforms( worldToBone, bombWorldSpace,
   localMatrix );
   MatrixAngles( localMatrix,
   m_boneAngles.GetForModify(), m_bonePosition.GetForModify() );
   return;
  
  
  
   You can then, add a , SetParent( pOther );
  
   I don't know if this will help you, but it might.
  
   On 3/12/06, Vicent Marti [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Over the last 

Re: [hlcoders] Overlay Text

2006-03-02 Thread Jeff Fearn
On 3/3/06, Benjamin Davison [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Well keep bitching and nothing will get done.

 Or create plugins for other games, vote with your feet which is much more
 effective than im gonna complain whenever a plugin topic comes up on the
 mailing list

 On 3/3/06, LDuke [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Thank you Jay. That answers my original question of whether it's possible,
  which is what I came here to find out.
 
  Grant
  (L. Duke)
 
 
  On 3/2/06, Jay Stelly [EMAIL PROTECTED] wrote:
  
--
[ Picked text/plain from multipart/alternative ] I'm actually
creating a server plugin. It needs to allow people to edit
settings/info while in game and not require developer mode to
be on. Entity overlay text would have been perfect.
  
I was just hoping there was some way I was missing to set a
recipient filter for the debug overlays so everyone could see them.
  
   Debug overlays are only implemented to the level of being a debugging
   tool 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
  
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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.

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Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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

2006-02-21 Thread Jeff Fearn
On 2/22/06, Benjamin Davison [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Kills the network, any suggestions on how to lower the bandwidth of NPC's
 like the zombie?

Are you sure the lag is network related? AI puts a heavy load on the
server, a lot of NPC's on the map will mean the server is doing a hell
of a lot more work and using a fair bit more memory than having a
bunch of players on the server. First thing I'd check would be cpu and
memory usage on the server.

The next point to consider is how much information gets sent for each
NPC across the network? How much of that do yo need to be sent from
the server and can any of it be predicted on the client? i.e. is it
really necessary for the NPC position to be updated every frame? Maybe
it can be predicted on the client and the server information can be
sent less often. Where can you get away with small differences? Where
can you get away with big differences?

 Or should I roll my own AI(eek)

Rolling your own AI won't change the network load unless you make it
mostly client side. In any event you'd probably still be better off
using the supplied AI and predicting some of it client side.

Be aware that moving things client side is not a panacea for lag. My
comp is running pretty close to maxed out on some mods, so while
moving a whole lot of stuff client side may reduce network lag, it may
also hammer the client in to submission :}

Good luck! I think more mods should have AI in MP/Co-op, so let us
know if you find a good solution :)

--
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Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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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 contact a website
 such as interlopers with your issues.

 [HLCODERS] IS NOT A LIST FOR SUPPORT OF LEVEL DESIGN
 HELP - OFFTOPIC SHOULD BE KEEPT AS CLEAR OF THE LIST
 AS POSIBLE.

 

 I have a syndrome that causes me to make typos, i can
 not spell that syndrome, so i wont even try.

 Adam

 

 My Website http://www.ammahls.com
Lead Programer NightFall http://www.nightfallmod.net
   Developer of CST and ZHLT 3.0 http://www.zhlt.info
  Team Lead - Prime - Website TBA...

 This email has been sent from Adam McKern, and is not one of the many spam 
 bots that use my email address.

 If you receive an email that has not got this signature line, please delete 
 the email, and not respond in any way to it.

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Oh goody, mail list etiquette flame fest, errr discussion.

While we are correcting posting etiquette, long and pointless sigs,
like yours, are as annoying as off topic posts. Please trim your sig
when posting to this list. The generally accepted length for sigs on
mailing list is 4 lines. Three of those lines are taken up by Yahoo,
so one line for you to play with.

I love that your emails include spam about Yahoo and their wonderful
spam avoidance, priceless.

I have plenty of gmail invites should you wish a non-spamming mail provider ;)

Jeff.

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Re: [hlcoders] NO MORE OFFTOPIC PLEASE

2006-01-26 Thread Jeff Fearn
On 1/27/06, Env [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Please gentlemen this list is not for posting things that are not to be
 posted on.

 On 26/01/06, Scott Loyd [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I don't 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 Fearn [EMAIL PROTECTED] wrote:
  
   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 contact a website
such as interlopers with your issues.
   
[HLCODERS] IS NOT A LIST FOR SUPPORT OF LEVEL DESIGN
HELP - OFFTOPIC SHOULD BE KEEPT AS CLEAR OF THE LIST
AS POSIBLE.
   

   
I have a syndrome that causes me to make typos, i can
not spell that syndrome, so i wont even try.
   
Adam
   

   
My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Team Lead - Prime - Website TBA...
   
This email has been sent from Adam McKern, and is not one of the many
   spam bots that use my email address.
   
If you receive an email that has not got this signature line, please
   delete the email, and not respond in any way to it.
   
__
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Tired of spam?  Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
   
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   please visit:
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   Oh goody, mail list etiquette flame fest, errr discussion.
  
   While we are correcting posting etiquette, long and pointless sigs,
   like yours, are as annoying as off topic posts. Please trim your sig
   when posting to this list. The generally accepted length for sigs on
   mailing list is 4 lines. Three of those lines are taken up by Yahoo,
   so one line for you to play with.
  
   I love that your emails include spam about Yahoo and their wonderful
   spam avoidance, priceless.
  
   I have plenty of gmail invites should you wish a non-spamming mail
   provider ;)
  
   Jeff.
  
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Ok ... but top posting is wrong, as is not trimming your posts.

hehe

Jeff

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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

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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:
 compile is done the thing compiles fine but still the thing refused to
 get loaded by the server.

 this is driving me insane.

Realise that you had at least two problems and you have overcome one. :)

 heres some items from the console:

 srcds # ldd hostiletest/bin/server_i486.so
 linux-gate.so.1 =  (0xe000)
 libm.so.6 = /lib/libm.so.6 (0xb72d3000)
 libdl.so.2 = /lib/libdl.so.2 (0xb72ce000)
 tier0_i486.so = /opt/srcds/bin/tier0_i486.so (0xb72a)
 vstdlib_i486.so = /opt/srcds/bin/vstdlib_i486.so (0xb728b000)
 libc.so.6 = /lib/libc.so.6 (0xb7173000)
 /lib/ld-linux.so.2 (0x8000)
 libpthread.so.0 = /lib/libpthread.so.0 (0xb7121000)
 srcds # ./srcds_run -game hostiletest -insecure +maxplayers 12 +map hi_test
 Auto detecting CPU
 Using default binary.
 Auto-restarting the server on crash

 Console initialized.
 Failed to load server_i486.so
 Failed to load server binary
 maxplayers set to 0
 Unknown command mp_forcerespawn
 Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
 Failed to load server_i486.so
 Failed to load server binary
 Can't start game, no valid server.dll loaded

 Thu Dec 22 03:31:28 PST 2005: Server Quit

 srcds # nm -g -C hostiletest/bin/server_i486.so | grep  U  | grep -v GLIBC
  U CommandLine
  U DevMsg
  U DevWarning
  U Error
  U GetCPUInformation
  U KeyValuesSystem
  U MemAllocScratch
  U MemFreeScratch
  U Msg
  U Plat_FloatTime
  U Q_FileBase
  U Q_FixSlashes
  U Q_IsAbsolutePath
  U Q_SetExtension
  U Q_StripFilename
  U Q_atof
  U Q_atoi
  U Q_binarytohex
  U Q_pretifymem
  U Q_snprintf
  U Q_strcasecmp
  U Q_strcat
  U Q_strncasecmp
  U Q_strncat
  U Q_strncmp
  U Q_strncpy
  U Q_strnicmp
  U Q_vsnprintf
  U RandomFloat
  U RandomInt
  U RandomSeed
  U Warning
  U _Unwind_Resume
  U DevWarning(char const*, ...)
  U DevMsg(char const*, ...)
  U Q_stristr(char const*, char const*)
  U CVProfNode::EnterScope()
  U CVProfNode::GetSubNode(char const*, int, char const*, int)
  U CVProfNode::Pause()
  U CVProfNode::Reset()
  U CVProfNode::Resume()
  U CVProfNode::ExitScope()
  U CVProfNode::MarkFrame()
  U CUniformRandomStream::RandomFloat(float, float)
  U CUniformRandomStream::SetSeed(int)
  U CUniformRandomStream::RandomInt(int, int)
  U CUniformRandomStream::CUniformRandomStream()
  U CVProfile::OutputReport(int, char const*, int)
  U CVProfile::BudgetGroupNameToBudgetGroupID(char const*)
  U std::type_info::__do_catch(std::type_info const*, void**,
 unsigned int) const
  U std::type_info::__do_upcast(__cxxabiv1::__class_type_info
 const*, void**) const
  U std::type_info::__is_pointer_p() const
  U std::type_info::__is_function_p() const
  U std::bad_typeid::~bad_typeid()
  U std::bad_exception::~bad_exception()
  U std::bad_cast::~bad_cast()
  U std::bad_alloc::~bad_alloc()
  U std::exception::~exception()
  U std::type_info::~type_info()
  U typeinfo for CNPC_Citizen
  U typeinfo for std::bad_typeid
  U typeinfo for std::bad_exception
  U typeinfo for std::bad_cast
  U typeinfo for std::bad_alloc
  U typeinfo for std::exception
  U typeinfo for std::type_info
  U vtable for __cxxabiv1::__class_type_info
  U vtable for __cxxabiv1::__si_class_type_info
  U vtable for __cxxabiv1::__vmi_class_type_info
  U vtable for std::bad_typeid
  U vtable for std::bad_exception
  U vtable for std::bad_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
  U g_ClockSpeedMillisecondsMultiplier
  U g_ClockSpeedSecondsMultiplier
  U g_VProfCurrentProfile
  U g_pMemAlloc
  U g_pVCR
  U vtune


It looks like you need to add -lstdc++ to LDFLAGS when compiling

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Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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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 
 accounts are fine elsewhere (HL2DM, CS:S, etc).  My roommate can join if I 
 create a server, regardless of what sv_lan is, but it seems that anything 
 across the net gets rejected by steam.

 Any ideas?  Let me know if you need more details. I'm coming close to another 
 alpha build that we'll be trying again on, but it's not like I've done 
 anything to make a difference in that area between the last build and this 
 one.


The problem is hosting a listen server behind a NAT, two options ATM:

1: Install the dedicated server, it does not have this problem.
2: Have one of the other players, who is not behind a NAT, host the
listen server

I suppose you could, technically, remove the NAT device, or disable
NAT on the device. However as most NAT in these situations tend to be
modems doing either can be inconvenient :/

Jeff

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[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\Sequence.h(18) : see
declaration of 'client_textmessage_s'

I fixed above by puting in a couple of #defines.

Error 2:

d:\HL-SDK\Multiplayer Source\cl_dll\hl\hl_weapons.cpp(607) : error
C2440: '=' : cannot convert from 'const char *(__cdecl *)(unsigned
long)' to 'const char *(__cdecl *)(uint32)'
This conversion requires a reinterpret_cast, a C-style cast or
function-style cast

d:\HL-SDK\Multiplayer Source\cl_dll\hl\hl_weapons.cpp(618) : error
C2440: '=' : cannot convert from 'long (__cdecl *)(long,long)' to
'int32 (__cdecl *)(int32,int32)'
This conversion requires a reinterpret_cast, a C-style cast or
function-style cast

607:g_engfuncs.pfnNameForFunction   = stub_NameForFunction;
618:g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong;

Is this a switch I need to set in VS?

Bed now, me sleep...

Jeff

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[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

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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 counterpart.

I was hoping you wouldn't say that :}

 If you got access to the list history, search it for
 this time last year, and i think there is something
 about this, and Alfred let us know how (It was prob at
 the VERC)

I rejoined the list on Oct 13, 2004 11:25 AM, so everything since then
is right here in gmail.

I couldn't find much talking about porting, and most of what I did
find was pre the release, not much after. Guess I'll have to try some
better searches.

Jeff

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[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.

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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
 happened about two years ago for AMD64 compat.

Thank you :)

Jeff

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[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 split packet (2372 - 1733 bytes)
Custom resource propagation complete.
Codiac1STEAM_0:1:1245707 STEAM USERID validated
No observer targets.
Dropped Codiac from server
Reason:  Unable to connect to Steam

Netchan_Clear() : reliable length not 0, reliable_sequence: 1024,
incoming_reliable_acknowledged: 1
Unable to connect to Steam

Host_EndGame: Server disconnected

If I run the mod via steam I can play without a problem, it's just
debugging from VS .NET 2003 that is broken.

Thanks, Jeff.

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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

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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 VS .NET 2003 to catch seg faults though.
It just exits back to VS instead of breaking.

---sample out put---
'hl.exe': Loaded
'D:[EMAIL PROTECTED]',
Symbols loaded.

'hl.exe': Loaded
'D:[EMAIL PROTECTED]',
Symbols loaded.


---snip

First-chance exception at 0x08a56a75 (wizardwars.dll) in hl.exe:
0xC005: Access violation reading location 0x004c.
'hl.exe': Loaded 'D:\Steam\dbghelp.dll', No symbols loaded.
'hl.exe': Loaded 'D:\Steam\CSERHelper.dll', No symbols loaded.
'hl.exe': Loaded
'D:[EMAIL PROTECTED]',
No symbols loaded.
File d:[EMAIL PROTECTED]
was never closed
The thread 'Win32 Thread' (0x860) has exited with code 0 (0x0).
The thread 'Win32 Thread' (0xebc) has exited with code 0 (0x0).
The thread 'Win32 Thread' (0x914) has exited with code 0 (0x0).
'hl.exe': Unloaded
'D:[EMAIL PROTECTED]'

---end---

Then it unloads everything else and drops back to VS.

Thanks, Jeff

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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

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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.

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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 their news easier. Particularly new mods who may
have very quick update cycles or very significant functionality
improvements.

I recall their being fields in the liblist.gam file for d/l  homepage
urls, it would seem a simple option to hook them in to steam. This
would add little if any overhead to the steam servers and you'd still
have to get your mod noticed outside of steam, but once people had it
they could keep up to date more easily. Keeping all the clients in
synch is by far the most troublesome aspect of modding, people just
don't seem to want to seem to patch unless it's automated :/

Having said that I am looking at using Vapour to distribute our mod.
It does need a litttle polish, but unless your mod is popular it seems
steam will not help you out anytime soon :(

Jeff

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[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 Nunberg

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

2005-11-15 Thread Jeff Fearn
On 11/16/05, Marcelo Bezerra [EMAIL PROTECTED] wrote:
 On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote:
  C++ interfaces are passed from it to our GCC 3.x compiled binaries).
  How did you solve that?

 gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a
 problem.

There where ABI change between gcc 3.1 and 3.3 and then between 3.3
and gcc 3.4; so if the tools Valve are using are pre 3.4 then it will
be different.

Note that it may be possible to get objects using different ABI's to
link, however it is not possible to determine 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 the
ABI in minor versions :/

--
Jeff Fearn

Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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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 thinking about/working on a
 distribution system that will work for free content. It's not far enough
 along to give out too many details, but it's something that should be
 pretty useful for MOD developers.

Hi Erik, are there any details you can give us about this? Like are
you actually working on something or just thinking about it? Would any
mod be able to use it or would you have to qualify somehow?

I am considering developing an open source project to help distribute
mods, particularly patches, but if you guys are going to do that for
me then I'll go play some more HL2 ;)

Thanks, Jeff
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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 or patching
or anything.

Maybe Valve could do a deal with GameSpy or ModDB or similar site to
host the mod content for unofficial mods and use the hosted by part
of steam as a pay off.

Anyone know how you get your mod in the  3rd party mods list?

Jeff
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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 contacted. I suppose I am just as bad as
 Dan, not thinking about what I'm posting, though I do pride myself on being
 slightly more literate. oh, well the updates to the SDK are gonna be rolling
 out hopefully now DOD is out since the only things left are Aftermath and
 TF2.

 K, I'm gonna stop replying to this topic I've beaten my fair share of this
 dead horse.

Excellent, when you start boasting that your English is better than
that of someone from Romania you know there is nothing rational left
to say.

Jeff

P.S. I like steam, would rock if mods could distribute that way.
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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 derail the thread, but I've got a side project that might interest
 you. I've written a similar program specifically geared toward mods, I've
 got some screenshots of it in action and the download link at
 http://www.vapour-online.com/
  It lets players automatically update the mods they have installed, browse
 for new mods to install, find servers, chat with players, find related
 sites, and some other stuff. It currently supports HL2 mods and Doom3 mods,
 although it's pretty simple to add support for new games and I'm planning on
 expanding it to include several more. Each mod team is capable of uploading
 their own updates whenever they want, so you don't have to wait on anyone to
 set it up for you after you've got an account. If you've got a mod you'd
 like hosted on it, drop me an email and I can hook you up.
  You'll need the .net framework installed to be able to run it. This program
 isn't about stealing steam's thunder, it's about filling a niche that valve
 has so far not seemed too interested in.
 --

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

2005-09-28 Thread Jeff Fearn
If you support HL1 I'd be glad to get Wizard Wars hosted on it,
upgrading has always been a pita :(

Jeff

On 9/29/05, Patrick Flanagan [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 It will detect mods that are already installed and they'll show up in the
 list, you'll be able to find servers and launch them but you just won't be
 able to update them through the app if they're not hosted on vapour.
  A linux version for servers shouldn't be too hard to crank up. I've got it
 partially implemented 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). If there's interest, I can
 add hl1 support too.
  Patrick
  On 9/28/05, Jeff Fearn [EMAIL PROTECTED] wrote:
 
  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 derail the thread, but I've got a side project that might
  interest
   you. I've written a similar program specifically geared toward mods,
  I've
   got some screenshots of it in action and the download link at
   http://www.vapour-online.com/
   It lets players automatically update the mods they have installed,
  browse
   for new mods to install, find servers, chat with players, find related
   sites, and some other stuff. It currently supports HL2 mods and Doom3
  mods,
   although it's pretty simple to add support for new games and I'm
  planning on
   expanding it to include several more. Each mod team is capable of
  uploading
   their own updates whenever they want, so you don't have to wait on
  anyone to
   set it up for you after you've got an account. If you've got a mod you'd
   like hosted on it, drop me an email and I can hook you up.
   You'll need the .net framework installed to be able to run it. This
  program
   isn't about stealing steam's thunder, it's about filling a niche that
  valve
   has so far not seemed too interested in.
   --
  
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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 VPhysics objects in SP? Quantity wise.

On a slightly different path, is it possible to have the player as a
VPhysics object? Maybe then they wouldn't walk like puppets or get
stuck on 2 inch high objects. I'm thinking than this would be cool
even if it was a demonstration on how immersive and realistic an
envirnoment could be.

And to wonder over there a bit; how are the collisions for the
VPhysics objects calculated? Is it just a bounding box with axil
rotation or is it done on the models mesh? Again calculating the
collisions on the models mesh would be cool even in a very simple
environment ... too me anyways ;)

Jeff

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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 to catch seg faults :(

 I can set break points and if they are set before a crash then it will
 stop and get in to the debugger ok, however if the crash is before the
 break point then the server will just crash and exit.

 Just to recap...

 Halflife 1 mod, VS .NET 2003, can set and catch break points, seg
 faults don't get caught by debugger, Windows XP.

 Commmand line args: -steam -allowdebug -game wizardwars

 Not sure  -allowdebug is required for HL1 mods, but tried it anyway :)

 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 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 background
 
  I should have mentioned, I did d/l this dll and put it in the steam
  directory, which removes the message, however VC++ will still not
  debug the crash, steam just exits :(
 
  Jeff
 


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Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Jeff Fearn
Thanks :)

Jeff

On 8/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 The HL1 engine has a structured exception handler around the main
 function call so it can create a minidump on crash (similar to HL2). To
 catch exceptions in the debugger rather than through the handler 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
 Sent: Wednesday, August 10, 2005 3:27 AM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] MSVCR70 Missing
 - HL1 Debugging Session

  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 to catch seg faults :(
  
   I can set break points and if they are set before a crash then it
   will stop and get in to the debugger ok, however if the crash is
   before the break point then the server will just crash and exit.
  
   Just to recap...
  
   Halflife 1 mod, VS .NET 2003, can set and catch break points, seg
   faults don't get caught by debugger, Windows XP.
  
   Commmand line args: -steam -allowdebug -game wizardwars
  
   Not sure  -allowdebug is required for HL1 mods, but tried it anyway
   :)
  
   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 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 background
   
I should have mentioned, I did d/l this dll and put it in the
steam directory, which removes the message, however VC++ will
still not debug the crash, steam just exits :(
   
Jeff
   
  
 
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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 routines aren't thread safe).  If you are
  trying to make a plugin that has multiple threads you will need to
  implement your own system of locking (i.e. semaphores or mutexes) to
  insure that no more than one engine API call is happening at the same
  time in the context of that plugin.

 Snif...
 Ok, I'll implement threads myself...

 Maybe the Valve developpers may think about Thread implementation, to let
 coders use threads in their mods/plugins. Because the first problem I've
 found for thread coding is that thread implementation in linux and windows
 are VERY different... So if the engine could give some Thread primitives, it
 may be better (I mean thread_start, thread_stop,thread_yield, and basic
 mutex functions)...

Read 
http://www.next-gen.biz/index.php?option=com_contenttask=viewid=510Itemid=2

It's about the new consoles but it's not a big step from multi-core
back to multi-threads.

This is an interesting quote People who were marginally productive
before, will now be people that you can't afford to have write engine
or game code.

No PS3/XBox360 soup hacking for you! ... or me ;)

Jeff

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Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-06 Thread Jeff Fearn
Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting
edge ;) And I still can not get the debugger to catch seg faults :(

I can set break points and if they are set before a crash then it will
stop and get in to the debugger ok, however if the crash is before the
break point then the server will just crash and exit.

Just to recap...

Halflife 1 mod, VS .NET 2003, can set and catch break points, seg
faults don't get caught by debugger, Windows XP.

Commmand line args: -steam -allowdebug -game wizardwars

Not sure  -allowdebug is required for HL1 mods, but tried it anyway :)

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 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 background

 I should have mentioned, I did d/l this dll and put it in the steam
 directory, which removes the message, however VC++ will still not
 debug the crash, steam just exits :(

 Jeff


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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 on licenses *from memory*.  As it happens, you are *WAY
 WRONG* about MySQL licensing:

   http://www.mysql.com/company/legal/licensing/

 which says (in part):

 In their simplest form, the following are general licensing guidelines:

 *If your software is licensed under either the GPL-compatible Free
 Software License as defined by the Free Software Foundation or
 approved by OSI, then use our GPL licensed version.

 *If you distribute a proprietary application in any way, and you are
 not licensing and distributing your source code under GPL, you need to
 purchase a commercial license of MySQL

As a non-lawyer (who studied law for a year and then ran like hell)
this is unenforcable junk as anything _using_ a database is _not_ a
derivative product as is therefore not required to be open source by
the GPL.

However if MySQL want to carry on like dicks, just avoid them and use
postgresql, http://www.postgresql.org it uses BSD license (irrelevant
really but avoids nasty MySQL lawyers), is more standards compliant,
has better data integrity and less than half the dicks! It also comes
with a set of steak knives and a years supply of donuts*.

*donuts may be virtual or may have been eaten by the author already

Jeff

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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, then your software is indeed a 
 derivative work,

This is rubbish, it's called interoperable and it has nothing to do
with being a derivative. Something that uses another application
through an interface, published or otherwise, is not a derivative
regardless of whether the developer wants you to believe that or not.

It's one of myths about the GPL that annoys me, it's not viral to use
GPL'd applications in your system, ever, period, unless you MODIFY the
GPL'd software and even then ONLY your mods to the GPL'd software are
covered by the GPL, NOT the other applications you distribute with it.
MySQL simply want to cloud the issue as they wish to make a profit,
which is fine, but their position is legally very questionable ... now
if only I had the dollars to challenge them ;)

DMCA is a red herring in this discussion.

Having said that, anyone making free, non-gpl'd software would be
stupid, very stupid, to use MySQL instead of postgresql because of
this situation.

Jeff

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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 don't) then releasing the code is
insufficient, you HAVE to GPL your code, which you can't because
Valve's license for the SDK is not GPL compatible.

You either violate MySQLs interpretation of the GPL and leave
yourself open to a law suit from MySQL, or you GPL you code and risk a
suit from Valve, or you use PostrgreSQL and don't have to worry. It
seems obvious to me which is the most logical choice.

Note that I don't think MySQL or Valve would actually bother to sue
you ... unless your plugin is super and lots of people use it :)

Jeff

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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 MS office stuff is different because it's not GPL or any other
kind of open and they don't pretend it is, which say a lot about the
MySQL devs to me. Anyways...

 I can't speak as to whether MySQL's licenses are GPL compatible or
 not, but they're the terms MySQL has set down and so we must comply.

Almost :) You can choose to use a different database, like PostgreSQL,
which doesn't have that sort of legal issue. This is my main point, if
you use pgsql you don't have to consider such issues where you are
distributing free, non-gpl software.

Jeff

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

2005-08-02 Thread Jeff Fearn
No, it's the otherway around. If your program is not GPL then you
can't distribute the GPL version of MySQL you need to buy a commercial
license.

So if you aren't going to distribute MySQL there is no problem with
_any_ program you distribute, and if you write GPL stuff you can
distribute GPL MySQL.

It's only if you want to distribute MySQL with your program you run in
to this problem.

Jeff

On 8/3/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
 I thought the keyword was, if you use MySQL in a program that's for
 commercial 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-
 From: Jeff Fearn [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, August 02, 2005 6:59 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Keeping track of information inside the game

 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 don't) then releasing the code is
 insufficient, you HAVE to GPL your code, which you can't because
 Valve's license for the SDK is not GPL compatible.

 You either violate MySQLs interpretation of the GPL and leave
 yourself open to a law suit from MySQL, or you GPL you code and risk a
 suit from Valve, or you use PostrgreSQL and don't have to worry. It
 seems obvious to me which is the most logical choice.

 Note that I don't think MySQL or Valve would actually bother to sue
 you ... unless your plugin is super and lots of people use it :)

 Jeff

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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

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[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

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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 functionality. i.e. most of what you want is
already coded so its a lot less work to modify it to your purpose than
to recode it from scratch.

Jeff

On 7/18/05, Kamran [EMAIL PROTECTED] wrote:
 This isn't really a support question because I'm not having trouble...
 more of a concept question.

 If I wanted to keep track of a player's information... like all the
 objects they've picked up throughout their game and I'd also like to
 save it when they save the game, is it better to store a KeyValues
 object inside the code and save it to a file when they save the game? Or
 is it better to create a temporary file and then delete it when they
 exit or copy it when they save the game to their save directory?

 Of course, I'll be tracking a bit more than that but KeyValues seem like
 the best way. I'm only at a loss at what is more efficient... if HL2 can
 save large KeyValue objects, then my problem is solved... but if it
 can't save large KeyValues than I will have to either use memory
 (in-code tracking) or hard drive space (but... the file will only be, at
 max, like 2MB, probably smaller). Then when the game loads I can load
 the needed KeyValues file into an object that can be accessed in the code.

 My initial plan is this, if no one has a suggestion:

 When the game loads
 --
 1. Check to see if there is a save data file. If not, we create a new
 KeyValues object in the code. If we do, load the KeyValues object.
 2. During the game, update the KeyValues as necessary.
 3. If the user saves the game, save the data. If not, clear it.

 My only problem is figuring out how to build a KeyValues object that
 looks like this:

 Data
 {
data1
{
value 1
 }
 }

 Using code. Ultimately no matter what I will have to figure out how to
 append data or update data. I suppose I could code it like a database
 with lookup functions, update functions, and delete functions.
 --
 Kamran A
 Get Firefox! Safer, Faster, Better.
 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox

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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 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 functionality. i.e. most of what you want is
 already coded so its a lot less work to modify it to your purpose than
 to recode it from scratch.
 
 Jeff
 
 On 7/18/05, Kamran [EMAIL PROTECTED] wrote:
 
 
 This isn't really a support question because I'm not having trouble...
 more of a concept question.
 
 If I wanted to keep track of a player's information... like all the
 objects they've picked up throughout their game and I'd also like to
 save it when they save the game, is it better to store a KeyValues
 object inside the code and save it to a file when they save the game? Or
 is it better to create a temporary file and then delete it when they
 exit or copy it when they save the game to their save directory?
 
 Of course, I'll be tracking a bit more than that but KeyValues seem like
 the best way. I'm only at a loss at what is more efficient... if HL2 can
 save large KeyValue objects, then my problem is solved... but if it
 can't save large KeyValues than I will have to either use memory
 (in-code tracking) or hard drive space (but... the file will only be, at
 max, like 2MB, probably smaller). Then when the game loads I can load
 the needed KeyValues file into an object that can be accessed in the code.
 
 My initial plan is this, if no one has a suggestion:
 
 When the game loads
 --
 1. Check to see if there is a save data file. If not, we create a new
 KeyValues object in the code. If we do, load the KeyValues object.
 2. During the game, update the KeyValues as necessary.
 3. If the user saves the game, save the data. If not, clear it.
 
 My only problem is figuring out how to build a KeyValues object that
 looks like this:
 
 Data
 {
data1
{
value 1
 }
 }
 
 Using code. Ultimately no matter what I will have to figure out how to
 append data or update data. I suppose I could code it like a database
 with lookup functions, update functions, and delete functions.
 --
 Kamran A
 Get Firefox! Safer, Faster, Better.
 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox
 
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 --
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 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
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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
http://dag.wieers.com/packages/perl-XML-Parser/

Follow the instructions on the link below to add that repo to your yum
config so you can use yum to get any deps for you. That is, after
follwing those instructions 'yum install perl-XML-Parser' will install
the parser and any dependencies.

http://dag.wieers.com/home-made/apt/FAQ.php#B

Jeff

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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

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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) component to
 it.  It's solely used on the server to determine if my bullets hit
 anyone at the time I said I fired my gun on my client.  There's nothing
 in lag compensation that would effect where a player appears to be
 (rendered) on a client.

 The only thing that would effect where a player appears to be on the
 client would be client side prediction.

 Speed hacks aren't exploiting lag compensation or client side
 prediction.  Speed hacks are telling the server that my client is moving
 at a faster rate than the client side movement code would normally allow
 (because my client's clock is running faster than the servers).  If
 distance is calculated using velocity * time, and I increase either the
 velocity or the time, the distance I have moved will increase.  This
 distance is passed as the forwardspeed or sidespeed floats in the
 UserCmd packet between the client and the server.

 I think maybe you are trying to over-analyze this a little too much.

lol have you been talking to my boss? ;)

 Perhaps you should download a speedhack, start up a LAN dedicated server
 with a mod built using the SDK and log the received UserCmd data to a
 text file.  Also log the amount of time elapsed between each tick on the
 server.

I wish I had some spare time, I'd definately do this ...I will do it,
might have to wait a few weeks to get the time though :(

Jeff

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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 were exactly in sync. That is why (and rightfully so)
 the calcs use deltas in time rather than absolute time comparisons.

  I think it should be up to the
 server admin to choose to support HPB's if it's the main reason speed
 hacks exist.

 Even low ping players could still speed hack. Some one with a ping of 40
 could speed hack and move at twice the speed of everyone else and appear to
 the server as a player with a ping of 80.

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
compensation?


Jeff

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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
  compensation?
 

 Lag compensation basically allows the server to move everyone back in
 time to the point when I fired my weapon to see if I hit anybody.

 That's how people can run around behind cover and still get killed by
 somebody that they just hid from.

 The multiplayer networking tome does a pretty good job of explaining
 this...

 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 (scroll to the bottom, see the pretty pictures).

hmmm I suppose what I need is a discussion of the flaws and exploits
of such a system, because I still can't get how the server can allow
someone to say I did this at tick 4000 and have the server process
that at server tick 2000.

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.

Let's say a player shoots at a target at client time 10.5. The firing
information is packed into a user command and sent to the server.
While the packet is on its way through the network, the server
continues to simulate the world, and the target might have moved to a
different position. The user commands arrives at server time 10.6 and
the server wouldn't detect the hit, even though the player has aimed
exactly at the target. This error is corrected by the server-side lag
compensation

According to this it should be time based, if I speed up my comps time
I'm sending commands from the games future, how the hell do these get
processed when no one else is at that time?

How would setting sv_unlag 0 affect a speed hack?

Jeff

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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. How does the server know
 if this is a speedhack or a lagging client?

You need to construct the entire scenario, else you miss the parts
that make no sense ... to me ;)

1: Client joins server at tick 100
2: Client starts playing
3: Client gets lagged at tick 200
4: Server gest tick 200 at tick 205
5: Server back tracks, player moves faster as ticks 200-205 are corrected

See how when you are lagged the server recieves your tick from the
past, the server should never process ticks from the future. I'm
pretty sure that the speed hacks make your client tick faster and thus
send ticks from the future, i.e. at server tick 200 client tick 205 is
being processed.

 Somehow it would have to average the speed over a period of time. How
 far back would you have to check? How much processing time would it
 take to check that far back?

The server defaults to 1 second of lag compensation, so you should
only be able to speed a little by fooling lag. Also it should only
work in short spurts as you have to catch up for time you missed,
which you actually have to miss at some point.

I'm still interested in knowing if turning off lag compensation,
sv_unlag 0, breaks speed hacks. It probably breaks HPB's ;)

Jeff

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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 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), and therefore it's the
  number of impulses per second that allows speed hacking?

 Yes, I believe that is correct.  The player sends movement commands to
 the server and the server says H, okay you are moving in this
 direction, let me calculate your new velocity and location based on
 where I think you were before and which way you were going before and
 then I'll send that information back to you.  The client doesn't even
 specify HOW MUCH they moved (i.e. the distance during that update).  The
 client only says I'm moving THIS way now.

So now I'm stuck, do I believe Botman or Deadman!

Jeff

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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 passes velocity, what Botman said was that it passes
the impulse keys and that the server calculates your velocity from
your existing velocity and the effect those impulse keys have on that
velocity.

Are you saying that the server is ticking along and the client is
ticking at say twice as fast and the server processes ticks from the
client that the servers knows are in future?

It would seem that if the client sends it's game time with it's
packets then it really is trivial to stop speed hacks. It becomes very
simple to calculate velocity/time and compare that to sv_maxspeed. It
also becomes trival to simply ignore any packet from the future.

It's also fairly simple to modify that to handle teleporters and such,
which aren't used in most mods anyway.

It's a little more difficult, but not hugely so, to include the
effects of known environmental effects, like explosions and vehicles
etc.

 You can look at the old quake code to get a fell how this is done. Also look
 on the web, there are some open source hacks out there. They basically speed
 time up for the program.

This is an easy fix, ignore packets from more than a few seconds in
the future. This wouldn't completely remove such hacks, but it would
certainly limit them significantly.

I suppose what I'm trying to find out is why this is hard to fix, I
haven't heard any reason I would consider a blocker to significantly
reducing the effectiveness of these hacks.

Jeff

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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

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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 client to the server when a client
  moves, jumps, ducks, fires weapon, etc.
 
  Any magic that happens will happen in side there.  :)

 Doooh!  I hit Send to quick.

Two mistakes, you are HUMAN! ;)

 You'll notice that forwardmove and sidemove are 'floats' so I was
 wrong.  The total amount of movement is passed from the client to the
 server saying I've moved THIS much during the last tick..

 Now it becomes obvious how sending packets with I've moved X amount
 during the last Y seconds can cause the player to move faster than
 normal on the server if the client lies about how much the client has
 moved or how long/short the time interval was.

It still is not obvious, to me at least, why solving or at least
highly limiting the spoofing of this is difficult.

I don't have the SDK at work, so I can't check anything atm, but I am
still working on HL1 so I'm wondering if there has been any major
changes to the networking code for HL2. I think it's at least as
spoofable as people seem to have similar issues.

Jeff

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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 player
 SHORT forward_movement
 SHORT sideway_movement
 SHORT up_movement

 BYTE bits (for attack and jump)
 BYTE impluse

 I don't have the SDK at work, so I can't check anything atm, but I am still
 working on HL1 so I'm wondering if there has been any major changes to the
 networking code for HL2. I think it's at least as spoofable as people seem
 to have similar issues.

 As martino wrote about HL2 lag compensation:

  The extra lantency caused by lower update rates is part of the general
 client latency. The actual code uses timestamps send with the user commands
 to set the execution time. These timestamps are checked against the average
 latency and if they are within a valid range, these timestamps are used
 since they are more precise then the calculation as stated in the doc. We
 can't fully rely on these timestamps since speedhackers could alter them.

 It appears HL2 has some level of detection for this, just do not know to
 what extent.

Where did you get that from? Not saying you're wrong, just want to
read the whole thing :)

 It would seem that if the client sends it's game time with it's packets
 then it really is trivial to stop speed hacks. It becomes very simple to
 calculate velocity/time and compare that to sv_maxspeed. It also becomes
 trival to simply ignore any packet from the future.

 sv_maxspeed is irrelevant. Calcs for maxspeed are already part of the
 velocity calculation and are correct. The key is the differences in the time
 stamps between packets compared to differences in real world time of when
 the packets arrived. If you compare the delta's of the message embedded
 times to the delta's of the real world times of when the packets arrived it
 should work (in theory). So if embedded delta's of the last two messages are
 100 yet the real world delta's of when the packets arrived is 5 you would
 know something was up.

 The danger is a laggy player could appear as a speed hacker if you make the
 detection too sensitive (since network lag and UDP packet loss really do
 happen). So that leaves a window where some speed hacking will always be
 possible.

Two things, first wouldn't lagged players be sending you older
packets/times not future ones? Second, I think it should be up to the
server admin to choose to support HPB's if it's the main reason speed
hacks exist.

Jeff

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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 controls this not the mod dll.

B: Please explain how you can get a speed hack from the client without
sending more packets and/or commands.

I don't mind being proven wrong, however that may require you provide
an alternate explanation instead of just saying I'm wrong.

Jeff

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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 commands.
The number of packets changes but the number of commands per second
remains the same ... or at lest pretty damn close.

 Check out this bit of networking doco valve published recently:

 The client creates user commands from sampling input devices with the
 same tick rate that the server is running with. A user command is
 basically a snapshot of the current keyboard and mouse state.
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

Unfortunately you didn't quote the most useful part of that paragraph:

This means two or more user commands are transmitted within the same packet.

Increasing cl_cmdrate would decrease the number of commands contained
in a packet as the packets get sent more often.

 So sending more snapshots is still only telling the server you're
 holding down the forwards button. And the server dosen't add your
 velocity every time it gets the user commands, it does it once per
 server frame.

I believe this is wrong, if it were right, there would be no client
side speed hacks. Assuming the server processes one packet per tick
(we don't know this, the document does not say this is so, it may have
a buffer of packets and process all packets in the buffer), each
packet can contain multiple commands and each and every command in a
packet will get processed by the server. By increasing your packet
rate or increasing the number of commands per packet or combinations
of both, you will be able to speed hack the server.

This is how most of the hacks appear to work, they speed up the OS and
send more packets per second and keep the commands per packet the
same. The server processes these extra packets and the cheater gets to
speed.

What I'm suggesting is that the admin be able to set how many client
commands the server should process per tick and that any extra
commands for a player be dropped or use every X command to get a
spread of commands from those supplied. e.g. if the max commands was 5
and the client sent 10, 10/5 == 2 so every 2nd command would be
dropped.

I await the appearance of the Valve team with their dreaded guns of
we know what we are doing sonny to shoot me down in flames as this
appears way to damn easy ;)

As I said to a boss once If it appears easy, you just don't
understand the problem well enough! :P

Jeff

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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 that is correct.  The player sends movement commands to
 the server and the server says H, okay you are moving in this
 direction, let me calculate your new velocity and location based on
 where I think you were before and which way you were going before and
 then I'll send that information back to you.  The client doesn't even
 specify HOW MUCH they moved (i.e. the distance during that update).  The
 client only says I'm moving THIS way now.

 But note that the client is also simulating this movement update purely
 client-side (it just isn't authoritative since the server is the only
 one that keeps track of where everything REALLY is as far as collisions
 and bullet hits, etc.).

Except the server can be fooled if you send it lots of updates because
it doesn't seem to validate how often you send updates ... assuming
that's how the speed hack actually works :)

Jeff

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[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 allows speed hacking?

I note that the server can specify the maximum rate clients can
request updates from the server. Would it be possible to have a sever
variable to control the maximum number of ticks/updates recieved from
the client per second? If a server received more than this setting the
extra updates would be dropped or averaged.

Jeff Codiac Fearn

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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 static buffers used to build network messages. Too many or poorly
 written plugins can aggravate the situation.
 
 
  I'll try that.
 
  What exactly makes a plugin badly written? I have a bot plugin based
  on HPB bot that might be at fault, but no idea what to target to fix
  it.

 The HPB bot can generate the SZ_GetSpace crash when displaying lots of
 waypoints (if you are editing waypoints on the client).  The waypoint
 display method sends a reliable network message for each waypoint line
 drawn.  If enough of these reliable messages are sent in too short a
 time period, the buffer overflows.

 One of the Counter-Strike bot authors (I don't remember which one)
 changed this to use an un-reliable message for displaying these lines
 which helps prevent the overflow.  In the worst case, sometimes a
 waypoint line wouldn't get drawn and then would appear the next time it
 was updated.

 The SZ_GetSpace crashing problem also occurred if some plugin attempts
 to send a network message to a fake client (bot).  The HPB bot code
 tries to prevent this, but there can still be cases of other pluggins
 running (if you are using metamod, which it sounds like you are not)
 that send a network message to all players that could cause this problem.

I'm still getting this on occasions with -zone 8192 set :(

I am using metamod from http://metamod-p.sourceforge.net and the HPB
version modified to work with that, as I plan on using the bot with a
couple of mods.

I don't have any other metamod plugins installed, not even adminmod.

It seems to crash when a human player joins or leaves the server, and
then only on rare occasions.

I'm pretty certain it has nothing to do with the waypoints as I have
not been setting them up when it has crashed. It has mostly been
during stress test of the server with 14+ bots and a couple of humans.

OT: My server is a little laggy with 30 bots and me, but it's hell
funny on small maps ;)

Jeff

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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

funniest thing I've re-read in ages :)

giggle

Jeff

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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 can aggravate the situation.

I'll try that.

What exactly makes a plugin badly written? I have a bot plugin based
on HPB bot that might be at fault, but no idea what to target to fix
it.

Jeff

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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 idea of game time.
 

 I would think that the issue is, that they both know that time has
 passed, but they also know that player should be somewhere new and
 through the general confusion that is lag, the server or client
 decides he should be *points at a location* there.  So they make him
 be there.  I dont know the exact technicalities but through that
 extreme change in location the ground is made up quite quickly and the
 speed hack detects them.

 I could be horribly wrong on this, infact I know I am wrong and would
 love to find out the REAL answer, rather than my made up story.  so
 pick it appart all you want :D

I'll do that as soon as I'm not as horribly wrong as you are :)

C'mon Yahn, all this ignorance must be aggravating you! ;)

Jeff

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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 Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Andreas Kang [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, May 24, 2005 7:17 PM
 Subject: [hlcoders] non HL question


 Hello, I'm a newb and i was just woundring howto change the root username_
?
 In that way make the server more secure.. :) and im sure that you guys know
 that :)

man passwd

Jeff

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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

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[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

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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 history (10-20
 seconds?).

How does this account, or not as is the case, for game time?

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 idea of game time.

I understood that this is how the prediction stuff works, using game
time to schedule and co-ordinate events between client and server.

 I think the problem of detecting a speed hack is much more complex
 than it sounds at first.

It must be :) Anyone have any links to some dicussion on this? Google
has forsaken me! ;)

Jeff.

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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 time would be more difficult (and more likely to
 generate false positives).

 If you come up with a good method of doing this that doesn't falsely
 accuse players who have wildly varying network latencies, please let us
 all know about it.  ;)

Say one put a threshold of 50% or 100% speed up, how would you go
about detecting that in a server plugin?

Obviously if you consistantly ban people going 50%+ faster the hackers
will lower their speed below that threshold. However, it's a lot less
annoying for others to play against that kind of limited cheating as
you at least have a chance of killing the SOB.

The other Jeff ;)

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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 system clock is running faster (slower?) than
 normal, I can't remember which way the system clock needs to go to make
 the game engine think time is passing more slowly.  Your client machine
 is running faster than normal so normal movement speed on your machine
 become high movement speed on the server (who's running on a different
 clock speed).

 If the client's game engine is ticking faster/slower than the server's
 game engine, the client will be able to move larger distances over the
 same amount of time.  It's sort of like the reverse of Einstein's theory
 of relativity.  Distances become smaller for people who are moving
 faster in time (or something like that).

Surely this is where it should be caught by the engine. I don't mean
the engine should ban/stop/warn the player, but that the engine should
know that even though the cheater is saying this is tick 3000, the
server is only at tick 2000, and thus the movement should not be
processed until tick 3000.

i.e even if the game plays faster on the cheaters computer, those
extra ticks should not be processed inline by the server and should
not be propigated to the other clients until it's the right time.

Obviously I am very wrong, because if it was that easy it would be
fixed ... google is my friend, I go visit him now ;)

Jeff

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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 background

I should have mentioned, I did d/l this dll and put it in the steam
directory, which removes the message, however VC++ will still not
debug the crash, steam just exits :(

Jeff

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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

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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

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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
 missing) interface, there are no guarantees that MODs will export the
 various plugin interfaces.

What is the best way to determine the interface version?

If it's an ugly hack, can you add a GetInterfaceVersion method?

Jeff

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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 websites, like...

 http://www.sourcewiki.org/wiki/index.php/Main_Page
 http://www.hl2-dev.com/wiki/index.php

 ...or others.  Search the archives for a couple of others.


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 allow the
wiki and VC to display the data in different ways and would allow
information to be catergorised.

Jeff.

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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 allow the
 wiki and VC to display the data in different ways and would allow
 information to be catergorised.
 
 Jeff.

 That is pretty much the plan.  I want to create a VS snapin that has two
 functions.  First, has the ability to take the selected text within the
 selected context ( IE, file name/class/method ) and submits the selected
 comment to the back end.  Second, is an extension so pressing F1 on a HL2
 class/datatype/method will hit the sites webservice and pull back all
 relevant documentation.  However, its not a wiki on the back end, its a
 relational database.

And that is why it is useful, but not cool :) You can run wikis with a
db as the back end.

 Suprisingly, adding these kinds of extensions to VS2k3
 is actually not that difficult... but building the logic to grab the correct
 info, that part is going to be tricky. :)  I may have to enforce comments to
 be in a somewhat sane format ( aka, immediatly above the method or class )
 in order to parse correctly.  That said, I think 95% of people comment
 pretty much the same way position wise anyways.

My point is that taking the extra step and intergrating this in to a
wiki is relatively simple but increases the useability and
attractiveness of the project, imho.

Jeff.

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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 while back. You can d/l the
source from 
http://www.edgefiles.com/index.php/file?id=/edgegaming.com/swarm/current/swarm2240-source.rar

Jeff Codiac Fearn

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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 being forced
to slum it in a Porsche!

Jeff Codiac Fearn

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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 VC6 ... maybe you could do a special deal with MS to have a
cheap version of VC.NET on Steam for us pov modders ... I was trying
to be funny, but that actually sounds like a good idea ...

Jeff Codiac Fearn

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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.

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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 figure out a way to do this, or if it's even possible. It
 seems possible though... I keep thinking about trigger_multiple/trigger_once
 entity-brush and their clients only flag.

You may be able to do this with a combination of trigger-multiple and a
CFuncWallToggle. It would mean that monsters could not pass the area if a player
was in the vicinity though.

Jeff.
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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, well there are a few ex MS employees at Valve...maybe Steam is another MS
plot to take over the world! Eric are you a pawn of evil? Do you need to be
rescued? I can have a squad of Linux geeks to you in 4 hours if needs be. :P

The only thing that keeps me going is knowing that the reason HL2 is so long in
coming out is because Valve are porting it to Linux...

lol

Jeff.

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[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
-
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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 hitting
wankers who post off topic to this list.

DarthBobo
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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 if I switch the idle sequences around,
 then this behaviour will occur on the sequence moved to position 0 and the idle
 sequence that was in position 0 will now look up/down correctly.

 This only seems to occur for idle animation, although these are always first in
 our models and are therefor the only type of ACT's in position 0. It is very
 strange that setting gait sequence to 0 would affect the top half of the model
 anyway. I have not modified any of the model display code.

 It does look rather silly having your model switch between bending forward at
45%
 and standing upright looking up/down as the idle sequence changes.

 My work around at the moment is to put a dummy ACT in position 0, like
ACT_SLEEP,
 which seems to work fine.

 We generaly have 3 idle sequences per player model, named idle, look_idle and
 deep_idle.

 It looks like the croch idle top has been used with the standing legs from idle.

 Jeff DarthBobo Fearn
 -
 Lead Coder, Web Master, Server Administrator for SWARM
 http://swarm.edgegaming.com
 -

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[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 maybe make grenades off hand, and
using pev-button seems the obvious way to do it. Now pev-button is an int,
so it seems only usercmd_t sould need to be updated.

I know I could do this with messages, but it seems to me that this would be
a cheaper (bandwith), and more logical, method. After all, it would keep all
the different buttons in the one spot :}

Jeff

_
Chat with friends online, try MSN Messenger: http://messenger.msn.com

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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 of one
 of your client-side messages? Just a stab in the
 dark...

 Persuter

It only comes up after I have quit, I assumed this was because it only picked up
on no deallocation after the program shuts down.

Jeff.
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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
 important I'll have to look into it. Ah well. Thanks
 all.

I am assuming that you mean that keyvalue is not being called for entities you
create with GetClassPtr ... else this is meaningless and I should not be wating my
own damn time! ;)

I believe that keyvalue is only called for map based entities, i.e. those placed
in a map by a mapper. Needless to say that if you are using GetClassPtr to create
an entity, then it is not map based and therefore keyvalue will not be called.

Jeff.

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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 are 8 calls to CREATE_NAMED_ENTITY and 81 calls to
GetClassPtr, in my mod anyways :}

  Second, you should call
 DispatchSpawn() instead of calling the CBreakable's spawn function yourself.
 Take a look at CBaseEntity::Create() or CMonsterMaker::MakeMonster() for other
 examples of how entities can be created by other entities in the SDK.

Calling the spawn function is fine, it is done for grenades, spraycans, rpg
rockets and many other things.

Fundamentally I don't think there is much difference in either of these methods.
However as nothing else has worked I tried the following code, with exactly the
same results, i.e it spawn and is displayed but does not collide.

 Vector origint = VecBModelOrigin(pev); // Get origin of model

 edict_t *pent;
 CBaseEntity *pEntity;

 pent = CREATE_NAMED_ENTITY(MAKE_STRING(func_breakable));
 if ( !(FNullEnt( pent ) ))
 {
 pEntity = Instance( pent );
 pEntity-pev-origin = origint;
 pEntity-pev-model  = MAKE_STRING(CSDE_MODEL);
 DispatchSpawn(pent);
}

Jeff.



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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
 func_breakable from somewhere else in the code when he wants one to appear),
 but I don't see any reason why this shouldn't work.

This is correct, I was starting to think I was being obtuse :} CSwarmCSDE is
simply a wrapper class to handle Counter Strike func_bomb_target entities, I
figured this was the easiest way to get compatible with CS destroy maps.

Jeff DarthBobo Fearn
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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 possible.

Yes I do realise the irony of this :{

Jeff DarthBobo Fearn.
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[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 of.

LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE);

// CSDE_MODEL models/csdebomb.mdl
// #define CSDE_MODEL models/crystal.mdl
#define CSDE_MODEL models/player/agrunt/agrunt.mdl // This should work as it
works for a player

extern Vector VecBModelOrigin( entvars_t* pevBModel );

void CSwarmCSDE::Spawn()
{
 Precache();

 SET_MODEL( ENT(pev), STRING(pev-model) );// Need to do this to use
VecBModelOrigin

 // Create a func_breakable to blow up.
 CBreakable *breakable = GetClassPtr((CBreakable *)NULL);

 breakable-pev-model  = MAKE_STRING(CSDE_MODEL); // Used in SET_MODEL in
CBreakable::Spawn
 breakable-pev-health  = 500;
 breakable-pev-target  = MAKE_STRING(csdemission);
 breakable-pev-spawnflags = 0;// Test
 breakable-pev-effects  = 0;// Test
 breakable-scenarioID  = 0;

// UTIL_SetSize(breakable-pev,Vector(-20,-20,-20),Vector(20,20,20));
 UTIL_SetSize(breakable-pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);// Test

 Vector origint = VecBModelOrigin(pev); // Get origin of model
 UTIL_SetOrigin(breakable-pev, origint);
 breakable-Spawn();

// breakable-pev-solid  = SOLID_BBOX;  // Test
//  breakable-pev-movetype = MOVETYPE_NONE; // Test
//  UTIL_SetOrigin(breakable-pev, origint);// Test

 DROP_TO_FLOOR(ENT(breakable-pev)); // Drop to ground.

// Create a swarm mission entity to award points etc
... snip

 UTIL_Remove(this);
}

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[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 LINK_ENTITY_TO_CLASS to map a func_bomb_target to a custom entity,
which basically spawns a func_breakable and removes itself. So i need the origin
to place the func_breakable .

I had a look in the bsp file, and it does not contain the origin, so I have to get
it from the engine.

Playing de_dust as a Gargantua trying to blow up some human gadget would rock :)

Jeff.
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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 will be in the dmodels section of
 the BSP file (but you shouldn't have to resort to reading the BSP file directly
 if you are spawning the brush model properly).

 Jeffrey botman Broome

It does not get that far. The func_breakable gets created in PlaceDTO(), which
will no becalled unless the origin can be determined. This is the spawn function
for the entity I use to handle the func_bomb_target:

LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE);

void CSwarmCSDE::Spawn()
{
 Precache();

 Vector origint = VecBModelOrigin(pev);
- This returns -1,-1,-1

 if((pev-origin.x == 0)  (pev-origin.y == 0)  (pev-origin.z == 0))
 These are all 0 and never get set
 {
  pev-nextthink = gpGlobals-time + 1.1;
  SetThink(CSwarmCSDE::Wait);
  return;
 }

 PlaceDTO();
}


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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 get the VecBModelOrigin().  The pev-origin will always be (0,0,0)
 for brush models.

 Jeffrey botman Broome

That worked to fix the origin :) Thanks :)

Now I am getting an access error, strange thing is the only thing in the stack
window is SW! 043442f7(). I don't get this when using swarm or hldm maps...I think
that stack windows is hiding something.

Jeff.

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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 -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp
 -DVALVE_DLL -w -m486 -O2 -ffast-math -funroll-loops -fomit-frame-pointer
 -fexpensive-optimizations -malign-loops=2 -malign-jumps=2
 -malign-functions=2 -nostartfiles -fPIC -I. -I../engine -I../common
 -I../pm_shared -I../persistence -I../game_shared -o obj/genericmonster.o
 -c genericmonster.cpp

 genericmonster.cpp: In method 'void CGenericMonster::Spawn ()'
 genericmonster.cpp:112: invalid static_cast from type '{unknown type}'
 to type 'void (CBaseEntity::*)()'

 The line in question is SetThink(DoThink);

 Suggestions, anyone?

A perl script to fix most of the problems, and instructions on how to fix the
rest.

ftp://ftp.edgegaming.com/edgegaming.com/swarm/DarthBobo/correctfp.pl

Jeff DarthBobo Fearn
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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 address code outside the
 engine for that matter) was on the stack at all.

Perhaps we should start a list of functions that can cause crashes with
invalid input.

I'll start it :} ALERT will crash if you call it before HL is fully set-up,
i.e. calling ALERT in DllMain() will cause this crash. It may be limited to
crashing if you start HL with -game myMod, though I have not verified
that. Nice thing is that the call stack will NOT display your mod dll, or
any of it's functions, so it's hard to track down. There are other areas
within the SDK where the same effect can be had, although I can't remember
where I first discovered that :{  I guess that ALERT does not check it has a
valid output stream before it tries to write to it.

Jeff DarthBobo Fearn.

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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 definitions out of loop scope, and adding a few headers for some of
the functions not included by default in 2.95.3.

I'm interested to know what code is causing problems in Borland  MinGW,
i.e. is it the function pointers or something else? I'd also be interested
in knowing if the fix I did for gcc 2.95.3 would allow compilation on these
compilers ... of course not interested enough to install them and see ;)

Jeff DarthBobo Fearn
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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 :}

To make you code more ANSI compliant, and therefore more compiler friendly
use this ftp://ftpedgefilescom/edgegamingcom/swarm/DarthBobo/correctfppl
There are only a small amount of manual changes required once you have used
this The manual changes are listed at the top of that file To make
compiling your mod easy use this make file
ftp://ftpedgefilescom/edgegamingcom/swarm/DarthBobo/Makefile It will
automatically add any new files to your mod

Once you have used correctfp you will be able to use the same source files
under windows and Linux You only need to run correctfp once, then just use
standard function pointers after that and you won't ever have to care about
them again :}

The only defences to using non-standard code are: there is no standards
compliant way to do it, you needed a lot faster way of doing it, or you are
stupid

Jeff DarthBobo Fearn
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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 metadata
 describing the data fields, so the format is very sensitive to changes in
 file layout, meaning Worldcraft typically crashes if something is wrong
with
 the data.

 There is a header block that identifies the file as an RMF and has a
format
 version number. The differences in the formats are all described by the
 parsing code, but we don't have a separate document that describes them.
I'd
 recommend using the MAP file format if at all possible to accomplish your
 goals.  :)

 -- David

ohhh lots of juicy info :) I was going to convert it to map format, just for
fun :}

Jeff.

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[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]

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[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 ;}

Thanks, Jeff 'DarthBobo' Fearn
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