Re: [hlcoders] Re: HL MDL body limitation?
On Sat, 16 Aug 2003 21:12:18 +0200, Rockefeller [EMAIL PROTECTED] wrote: Its called limitations of 32bit archetecture. You can encode 8 combinations within 3 bits. And a model with 8 combinations works. But with 4 heads, 2 main bodies, 4 extensions ( == 32 possible combinations, 5 bit encoded) you are FAR from any int, byte or whatever limit, and that does NOT work. So i guess it's not an 32 bit architecture limitation. :) body seems to be a byte in the engine, for StudioModelRenderer sets it to 255 for MP hires models. I commented out that line, added a debug output, and that shows that the value set in the server dll gets to StudioModelRenderer correctly. I'm quite sure that this is an engine limitation or bug... I don't remember off the top of my head how it's encoded or if there is a hard limit in the engine, but you might try fiddling with delta.lst. It looks like the default is to send to the client 8 bits for body. Increasing that might solve your problem. If not, you're probably out of luck. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] LINUX CPU Threads in the HL Workspace
The HL server doesn't use threads internally. The symbols listed are leftover from some experimental code (not used now) which was only for Win32 anyway. On Fri, 11 Oct 2002 18:53:32 +1000, FragMented [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Following up from my post ages ago regarding making CPU threads... I managed to do it with _createthread, however this only works in win32. Is it possible to create a new CPU thread in the server dll under a linux environment? I have a mate assisting me with the linux compile: Hi, I looked for threads in halflife, cause the server crashes when creating a thread. And I found that: nm engine_i386.so |grep -i Thread 0008eaa4 T NET_StartThread 0008eadc T NET_StopThread 0008e5b8 T NET_ThreadLock 0008e5c0 T NET_ThreadUnlock w _pthread_cleanup_pop_restore w _pthread_cleanup_push_defer 00395488 B dwNetThreadId 000b6efc D hNetThread 000b6d9c d net_thread_initialized w pthread_mutex_lock w pthread_mutex_unlock 000b6d98 D use_thread So HL uses threads internally. But they never call pthread_create to create a thread. Maybe they are using another thread implementation and the two implementations doesn't like each other. I'll try to find a solution for that, but I think it will take some time. Maybe you have to contact sierra/valve for an answer. If someone could assist me with this, it would be greatly appreciated. Cheers guys, FragMented HL Rally PR Manager http://hlrally.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fwd: Half-life fake players bug
This is a multi-part message in MIME format. -- And cracked (no-won) servers (see below). This thing hits cracked servers but not normal ones? Oh no, what are we going to do?!?!?! :) -Original Message- From: Kuja [mailto:[EMAIL PROTECTED]] Sent: Friday, June 21, 2002 1:19 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Fwd: Half-life fake players bug His exploit doesnt won auth. Some servers like lan servers dont require won auth right? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of [EMAIL PROTECTED] Sent: Friday, June 21, 2002 3:34 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd: Half-life fake players bug Are you test this ? This works in some servers may be is some configuration but this is the message Working i.e. C:\hl\winhlfill xxx.xxx.xxx.xxx Address:xxx.xxx.xxx.xxx:27015 Hostname: Description (game): CounterStrike Map name: de_clan2_fire Protocol: 46 Players:1 Max players:11 Secure: 1 Operating System: l Password protected: 0 Type: d GameDirectory: cstrike Lan:1 Proxy Target: 1 cldll: 1 SVonly: 0 Mod Version:1 Proxy Address: (null) Getchallenge: 3468305035 Connect: B 4294967295 180 200.42.0.0:14771 Connect: B 4294967295 181 200.42.0.0:30106 Connect: B 4294967295 182 200.42.0.0:22929 Connect: B 4294967295 183 200.42.0.0:1150 Connect: B 4294967295 184 200.42.0.0:21548 Connect: B 4294967295 185 200.42.0.0:6617 Connect: B 4294967295 186 200.42.0.0:14798 Connect: B 4294967295 187 200.42.0.0:1416 Connect: B 4294967295 188 200.42.0.0:4169 Connect: B 4294967295 189 200.42.0.0:16105 Connect: 9Server is full. Not working ie Address:xxx.xxx.xxx.xx Hostname: xxx.xxx.xxx.xx Description (game): Day of Defeat Map name: dod_caen2 Protocol: 46 Players:16 Max players:18 Secure: 0 Operating System: w Password protected: 0 Type: d GameDirectory: dod Lan:1 Proxy Target: 0 cldll: 1 SVonly: 0 Mod Version:2 Proxy Address: (null) Getchallenge: 998534727 Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 21, 2002 12:48 PM Subject: RE: [hlcoders] Fwd: Half-life fake players bug As far as we can tell, this exploit wasn't ever possible. Erik -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Friday, June 21, 2002 4:15 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd: Half-life fake players bug Well, if it is as he says, where valve either selectively ignored his emails, or didn't care to acknowledge them, and it came to the point where a bug was posted on the net, serves valve right. Atleast he cared to explain the bug, and simply not release a bunch of programs that would create havok over the entire server population. Up to valve to fix it now that it is in the open, instead of working in private. Shame. From the posts in the Linux HLDS list, people have already tried this and it doesn't work with the x.1.1.0 release. Valve must have already fixed this prior to x.1.1.0 and didn't feel the need to e-mail the guy back about his exploit. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Tracegroups/multi-serve
Multi-serve is actually not something new in the SDK, you've been able to do it for a while. What's new will be Ricochet, where you will see a specific, operational implementation of it. Now, speaking of this, is anyone already using trace groups in their mods (pev-groupinfo, UTIL_SetGroupTrace(), etc)? The reason I ask is because I'm planning to change it a little bit and I want to make sure my changes don't break anyone's code. Basically right now, only sounds emitted by a player entities are filtered by group. Sounds emitted by other entities are not filtered and are sent to all clients regardless of group. I plan to change this in the 1110 engine release so that all sounds are filtered based on the emitting entity's group, regardless of whether the emitting entity is a player or not. I just want to make sure this is not going to be a problem for anyone. Speak up now if it is. If you don't have any idea what trace groups are or if you are using them, then this won't affect you at all. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] string to #define
I'm sure it depends on which preprocessor is being used, but I doubt most modern ones do this. -Original Message- From: Dynerman David M [mailto:[EMAIL PROTECTED]] Sent: Monday, May 06, 2002 7:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] string to #define The pre-processors scan through source files replacing the define with the value. I'm not 100% sure, but about 95% that it looks in strings as well, so someFuncThatTakesAString(WEAPON_GARAND); will get changed to someFuncThatTakesAString(2); //constant string 2\0 before its compiled. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HLDS
Ah yes, I see. In windows, dedicated servers now load swds.dll rather than sw.dll. You can change the proper occurrences in sys_ded.cpp and engine.cpp. You may still need to make the other change I outlined originally. -Original Message- From: David Flor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 30, 2002 11:16 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] HLDS That's not the issue. The error I'm getting: The application or DLL D:\Games\HalfLife\sw.dll is not a valid Windows image. Please check this against your installation diskette. In looking at the DS, within the Eng_Load function it does a call to Sys_LoadLibrary to open that DLL. I'm guessing that that DLL either no longer exists or is in some different format. So what can I do then? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Leon Hartwig Sent: Wednesday, May 01, 2002 2:08 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] HLDS Try editing common/exefuncs.h and add two more dummy funcs to the end of the struct, so it looks like this at the end: ... void(*unused24)(void); void(*unused25)(void); void(*unused26)(void); void(*unused27)(void); } exefuncs_t; I had thought that the dedicated server code from the existing SDK would work with *109, but I overlooked this. I think this should be the only change you need. Let us know if it works. -Original Message- From: David Flor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 30, 2002 10:53 PM To: [EMAIL PROTECTED] Subject: [hlcoders] HLDS Question out of curiosity... With 1.1.0.9, it seems that some of the DLLs have changed slightly. Because of that, it seems that the source to the Half-Life Dedicated Server is now somewhat dated and doesn't work. For The Opera, of which we planned to release a patch in the coming days, the custom built Dedicated Server opera_dedicated.exe crashes. Is it the case that changes to DLL handling make the HLDS source no longer work? If so, when can we expect source that does work? Tnx Rgds... David Flor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HLDS
Try editing common/exefuncs.h and add two more dummy funcs to the end of the struct, so it looks like this at the end: ... void(*unused24)(void); void(*unused25)(void); void(*unused26)(void); void(*unused27)(void); } exefuncs_t; I had thought that the dedicated server code from the existing SDK would work with *109, but I overlooked this. I think this should be the only change you need. Let us know if it works. -Original Message- From: David Flor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 30, 2002 10:53 PM To: [EMAIL PROTECTED] Subject: [hlcoders] HLDS Question out of curiosity... With 1.1.0.9, it seems that some of the DLLs have changed slightly. Because of that, it seems that the source to the Half-Life Dedicated Server is now somewhat dated and doesn't work. For The Opera, of which we planned to release a patch in the coming days, the custom built Dedicated Server opera_dedicated.exe crashes. Is it the case that changes to DLL handling make the HLDS source no longer work? If so, when can we expect source that does work? Tnx Rgds... David Flor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 1109 HLTV bugs
This is a multi-part message in MIME format. -- From: Mark Gornall [mailto:[EMAIL PROTECTED]] Sent: Thursday, April 25, 2002 3:35 AM oh great, I've only just got the last one going for my next release :( I'm tempted to drop support for it, they're a pain to produce the overviews when you've got 17+ maps, nobody uses it and it crashes my maps if it doesn't have a info_player_start in it, even though I still think it should look for the 'mpentity' in liblist.gam as the start entity. I'm pretty sure this was fixed in a patch to the last release, several months ago. Are you still seeing it now with the new release? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: 1109/NS out-of-date problem?
From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Monday, April 22, 2002 12:56 PM Eric Smith wrote: You won't be able to authenticate with WON using the pre-release installer. Run with +sv_lan 1 in your command line and you should be fine. Is this the same case with the pre-release Linux server? No, the purpose of the Linux release is to actually test it out there in the wild, so it does authenticate. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: 1109/NS out-of-date problem?
From: botman [mailto:[EMAIL PROTECTED]] Sent: Monday, April 22, 2002 1:43 PM Ah, but I guess I would have to use a Steam client to connect. Dang. No, the 3109 RC1 Linux release will also accept connections from standard Half-Life clients (updated to 1.1.0.9 before connecting). non-Steam clients would have to authenticate with WON, though (unless you run the server in LAN mode), and the 1109 beta you guys have won't authenticate. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Model Blending Problem
Here is the server_studio_api_t struct. Do you already know about the Server_GetBlendingInterface() function that you need in your server DLL? I can't remember exactly what Eric did or didn't explain in his message a while back. typedef struct server_studio_api_s { // Allocate number*size bytes and zero it void*( *Mem_Calloc ) ( int number, size_t size ); // Check to see if pointer is in the cache void*( *Cache_Check ) ( struct cache_user_s *c ); // Load file into cache ( can be swapped out on demand ) void( *LoadCacheFile ) ( char *path, struct cache_user_s *cu ); // Retrieve pointer to studio model data block from a model void*( *Mod_Extradata ) ( struct model_s *mod ); } server_studio_api_t; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Updated SDK for 1109?
This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void(*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void(*pfnGetPlayerStats)( const edict_t *pClient, int *ping, int *packet_loss ); void(*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean(*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean(*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Updated SDK for 1109?
This is a multi-part message in MIME format. -- Oh also, if you know of bugs in the SDK (you mentioned bugs in your message below) source, the place to report them is [EMAIL PROTECTED] -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] CS Retail support (false registry entry)
The picture shows 1.0.0.9, not 1.1.0.9. It's the version you initially installed, not your current version including updates. For current version # I think you have to look in the sierra.inf file. -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 16, 2002 4:49 PM To: HLCoders Subject: Re: [hlcoders] CS Retail support (false registry entry) -- [ Picked text/plain from multipart/alternative ] sorry to steal this topic a little, but www.moddev.net/uploads/1109.jpg why in the heck does my registry claim the current version is 1.1.0.9 when it is obviously is not? -Lakario - Original Message - From: Erik Johnson Sent: Tuesday, April 16, 2002 1:05 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] CS Retail support Here's the best place currently to find the Half-Life install: HKEY_LOCAL_MACHINE\SOFTWARE\VALVE\HALF-LIFE\InstallPath Here's the best place currently to find the Counter-Strike directory: HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\CSTRIKE\Directory After the 1.4/1.1.0.9 release, the launcher for both titles will write out to a value at: HKEY_CURRENT_USER\Software\Valve\CounterStrike\InstallPath HKEY_CURRENT_USER\Software\Valve\Half-Life\InstallPath every time it runs. You'll want to switch over to using these for getting the path to where they have the product installed, as it'll be much more accurate. -Original Message- From: Pat Magnan [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 16, 2002 10:48 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] CS Retail support wondering if people know what needs doing to a mod to support CS retail. We're busily testing our mod out with a handful of beta testers, some of whom run CS Retail. Apart from the general things like providing all the needed content that differs between CS Retail's PAK and the valve/PAK0.PAK (which isn't an issue, if all our models are our own), the only issue I ran into was with the installer. Unfortunately, I'm at work and don't have the installSheild version I need to look at it, but the normal registry keys that you need to check for Halflife, won't find CS retail. There's a couple different keys to that you have to query to get the path to CS Retail/Halflife. Depending on whether you'll eventually be replacing the stuff in the Halflife PAK in the future or not, you might just want to pull the missing artwork from the PAK0.PAK and put it into your mod's dir now. That means one installer for CS Retail and Halflife. At least we've managed to get away with one until now ;) If someone else can't come up with the registry keys here in a day or two, send me an email, and I'll send you the specifics. Cheers, Pat 'sluggo' Magnan Tour of Duty mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] CS Retail support (false registry entry)
Too late. I win. -Original Message- From: Erik Johnson [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 16, 2002 4:55 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] CS Retail support (false registry entry) This key represents the version you originally installed from CD (1.0.0.9 was the version number for the Game of the Year CD). -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 16, 2002 4:49 PM To: HLCoders Subject: Re: [hlcoders] CS Retail support (false registry entry) -- [ Picked text/plain from multipart/alternative ] sorry to steal this topic a little, but www.moddev.net/uploads/1109.jpg why in the heck does my registry claim the current version is 1.1.0.9 when it is obviously is not? -Lakario - Original Message - From: Erik Johnson Sent: Tuesday, April 16, 2002 1:05 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] CS Retail support Here's the best place currently to find the Half-Life install: HKEY_LOCAL_MACHINE\SOFTWARE\VALVE\HALF-LIFE\InstallPath Here's the best place currently to find the Counter-Strike directory: HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\CSTRIKE\Directory After the 1.4/1.1.0.9 release, the launcher for both titles will write out to a value at: HKEY_CURRENT_USER\Software\Valve\CounterStrike\InstallPath HKEY_CURRENT_USER\Software\Valve\Half-Life\InstallPath every time it runs. You'll want to switch over to using these for getting the path to where they have the product installed, as it'll be much more accurate. -Original Message- From: Pat Magnan [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 16, 2002 10:48 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] CS Retail support wondering if people know what needs doing to a mod to support CS retail. We're busily testing our mod out with a handful of beta testers, some of whom run CS Retail. Apart from the general things like providing all the needed content that differs between CS Retail's PAK and the valve/PAK0.PAK (which isn't an issue, if all our models are our own), the only issue I ran into was with the installer. Unfortunately, I'm at work and don't have the installSheild version I need to look at it, but the normal registry keys that you need to check for Halflife, won't find CS retail. There's a couple different keys to that you have to query to get the path to CS Retail/Halflife. Depending on whether you'll eventually be replacing the stuff in the Halflife PAK in the future or not, you might just want to pull the missing artwork from the PAK0.PAK and put it into your mod's dir now. That means one installer for CS Retail and Halflife. At least we've managed to get away with one until now ;) If someone else can't come up with the registry keys here in a day or two, send me an email, and I'll send you the specifics. Cheers, Pat 'sluggo' Magnan Tour of Duty mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Counting players
This is a multi-part message in MIME format. -- It's not safe for you to touch anything in an edict_t except for entvars (usually accessed via CBaseEntity-pev). Here are the functions that Phineas Bot uses to count players. Apologies for what e-mail might do to formatting: int UTIL_ClientsInGame( void ) { int iCount = 0; for ( int iIndex = 1; iIndex = gpGlobals-maxClients; iIndex++ ) { CBaseEntity * pPlayer = UTIL_PlayerByIndex( iIndex ); if ( pPlayer == NULL ) continue; if ( FNullEnt( pPlayer-pev ) ) continue; if ( FStrEq( STRING( pPlayer-pev-netname ), ) ) continue; iCount++; } return iCount; } int UTIL_HumansInGame( void ) { int iCount = 0; for ( int iIndex = 1; iIndex = gpGlobals-maxClients; iIndex++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( iIndex ); if ( pPlayer == NULL ) continue; if ( FNullEnt( pPlayer-pev ) ) continue; if ( FStrEq( STRING( pPlayer-pev-netname ), ) ) continue; if ( FBitSet( pPlayer-pev-flags, FL_FAKECLIENT ) ) continue; iCount++; } return iCount; } -Original Message- From: Paul Samways [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 02, 2002 10:05 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Counting players I assumed this would be easy but our inclusion of bots has left this in a bit of a mess. I was just using the CountPlayers function in the multiplay gamerules and noticed that when I kick a bot it's still counted as a player. ie. I'm on the server alone, players == 1, I add a bot, players == 2, I kick the bot, players still == 2 Now the bot's not listed any more and the server doesn't count it in it's player count, all that stuff is fine, just this isn't. Now I presume I can just set edict-free to true when a bot disconnects to rectify this (as UTIL_PlayerByIndex will ignore it then), but I don't want to just do that without knowing if that's going to have more far flung implications. Is this safe to do? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam SDK
This is a multi-part message in MIME format. -- This is correct. I mentioned last week that the Steam SDK has nothing to do with HL and its mods and that some time in the near future we'll be giving you info about how Steam relates to HL Mods. From: Pat Magnan [mailto:[EMAIL PROTECTED]] Sent: Saturday, March 30, 2002 10:11 AM I could be wrong, but I wonder if that SDK is at all necessary for mod authors? I was physically present at the talk, and I got the distinct impression that the SDK is for other game developers who want to distribute their product via steam (i.e. not Halflife mod authors, say if Black White were going to be distributed that way). Hopefully, one of the Valve folks can clear this up before poor Michael gets inunndated (sp?) by everyone on this list. ?? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam
This is a multi-part message in MIME format. -- The SDK mentioned there has nothing to do with Half-Life modding... There will be an update to the HL SDK when it's needed, but most of the work needed to get a HL mod up in Steam is already done, since it's mostly work in the engine. Don't worry, you will hear more about it from us when it's time. More information for mod developers should be available within the next couple of months. -Original Message- From: Deepak Manglani [mailto:[EMAIL PROTECTED]] Sent: Saturday, March 23, 2002 11:46 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam www.steampowered.com and the valve press release both say that the steam sdk is available cant seem to find it anywhere though. anyone know? dpac. - Original Message - From: Martin Webrant [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, March 23, 2002 9:56 AM Subject: [hlcoders] Steam This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How will the steam software work for regular mod makers (those of us that haven't been bought up yet :P) Will there be a new SDK? Saw that you guys fixed the annoying gauss kickback bug, thats really good! /Martin www.planethalflife.com/agmod -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] iuser4 variable ??
This is a multi-part message in MIME format. -- Depends where you put it in delta.lst and if you've supported it accordingly in the source. The last two numbers are the number of bits the variable gets sent with (2 bits = only 4 unique values possible), and a pre-multiplier for being able to send floats, angles, etc. with decimal precision (for integers, shorts, bytes, etc, you should always just use 1.0). See the NetworkEntity.doc file in the SDK for complete details. Er, details anyway. Probably not complete. :) -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Wednesday, March 20, 2002 1:00 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] iuser4 variable ?? I put this in delta.lst : DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 ) Is that correct ? I don't know what is the two last numbers ( 2, 1.0 ). Could you explain me what it is ? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Extending weapon_data_t
This is a multi-part message in MIME format. -- You can't change weapon_data_t. You need to use the user fields for what you're doing. This is exactly why they exist. -Original Message- From: Chris Glein [mailto:[EMAIL PROTECTED]] Sent: Sunday, March 17, 2002 10:59 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Extending weapon_data_t Can't you use the user fields that already exist in weapon_data_t? I can, yes. And if the weapon_data_t structure can't be edited, that's what I'll do. I just find it odd that you have some extremely weapon-specific members like m_flPumpTime in the weapon_data structure, but it seems like you can't add a new one if your weapon code calls for it. In my case I'm adding some data that has to do with some different reload handling that is used by a couple of different weapons. It doesn't make any sense to me to have the more general attribute stuck in iuser4 or something, while the shotgun-only variable m_flPumpTime is hardcoded into the struct. Assuming, of course, that that's the case. I'm really hoping it isn't, and I'm just missing a step. Anybody know? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux is the bane of my existence...
This is a multi-part message in MIME format. -- Doesn't RH 7.2 come with kgcc? If so, use that instead of gcc, since it actually is egcs 1.1.2. -Original Message- From: Dynerman David M [mailto:[EMAIL PROTECTED]] Sent: Wednesday, March 13, 2002 8:21 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Linux is the bane of my existence... Or just install EGCS 1.2 and compile with that, it ignores these mistakes. david -Original Message- From: Commando [mailto:[EMAIL PROTECTED]] Sent: Wednesday, March 13, 2002 12:27 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Linux is the bane of my existence... You are using a newer version of gcc which is a bit stricter on enforcing the rules. SetThink(DoThink) should actually be SetThink(CGenericMonster::DoThink); If you are starting from scratch, then you should look at Botman's patches for the 2.2 SDK for Borland that he announced a couple of days ago. If not, then just modify every instance of SetThink, SetTouch, SetMoveDone and SetUse in the files in the dlls directory like above. You don't need all of botman's changes because several of them are just for Borland. There are a few more minor errors that you will encounter, but you can figure those out from the error messages or looking what Botman did with those lines. It is a tedious process, but only took me a couple of hours for our mod. Rob Prouse Tour of Duty Mod http://www.tourofdutymod.com At 11:18 PM 12/03/2002 -0500, you wrote: 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? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] pEnt != NULL and driving me nuts
This is a multi-part message in MIME format. -- If you are dealing with bots, there are some special considerations (you'll probably want to do some stuff in the disconnect callback), but for reasons other than what this thread is concerned with. For your problem, you shouldn't need to touch any of that. Here is an example function that I use in Phineas Bot that counts all the valid, connected clients: int UTIL_ClientsInGame( void ) { int iCount = 0; for ( int iIndex = 1; iIndex = gpGlobals-maxClients; iIndex++ ) { CBaseEntity * pPlayer = UTIL_PlayerByIndex( iIndex ); if ( pPlayer == NULL ) continue; if ( FNullEnt( pPlayer-pev ) ) continue; if ( FStrEq( STRING( pPlayer-pev-netname ), ) ) continue; iCount++; } return iCount; } -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Wierd repeated precache
This is a multi-part message in MIME format. -- How about the map itself (jm_mutie)? Anything in there that is using those sounds? How about playing sentences from sound/sentences.txt that might use these sounds (HEV_SHOCK, HEV_FIRE, etc)? From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Thursday, March 07, 2002 3:22 AM Ok, this gets wierder and wierder. I added some debug messages to tell the server console when the guns precache was being called, and also when the sounds were about to be played. I figured since these were the only 3 places these sounds were mentioned, that one of these was the culprit. -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Wierd repeated precache
This is a multi-part message in MIME format. -- Nevermind, forcing unmodified doesn't do what I said anyway... The only obvious idea I have left is that maybe your clients have an old .pak file and they don't even have the sound file in question. When they connect, the server sends it to them...then, since they have the file, they'd never need to download it again. -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Thursday, March 07, 2002 5:20 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Wierd repeated precache ah, would that also produce the wierd symptom I've noticed where it only happens on their first connect and after that never again? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Wierd repeated precache
This is a multi-part message in MIME format. -- Dunno then. -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Thursday, March 07, 2002 5:54 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Wierd repeated precache Yeah, that was after I tried moving the wavs, sorry for the confusion there. We don't normally have a pak0.pak, I just made one to see if other wavs got listed as I noticed they aren't listed if they're just loading seperate wavs. - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 07, 2002 1:52 PM Subject: RE: [hlcoders] Wierd repeated precache This is a multi-part message in MIME format. -- According to your log file, it's getting them from: d:\sierra\half-life\judgedm\pak0.pak : sound/fvox/danger.wav This isn't the valve pak file. This file will be treated as $HL\judgedm\sound\fvox\danger.wav and NOT the 'valve pak file' $HL\valve\sound\fvox\danger.wav. -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Thursday, March 07, 2002 5:44 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Wierd repeated precache I thought that too, but it's two fvox sounds from the valve/pak0.pak, i'd be worried if they didn't have it. But like you said, it's the only real conclusion. - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 07, 2002 1:38 PM Subject: RE: [hlcoders] Wierd repeated precache This is a multi-part message in MIME format. -- Nevermind, forcing unmodified doesn't do what I said anyway... The only obvious idea I have left is that maybe your clients have an old .pak file and they don't even have the sound file in question. When they connect, the server sends it to them...then, since they have the file, they'd never need to download it again. -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Thursday, March 07, 2002 5:20 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Wierd repeated precache ah, would that also produce the wierd symptom I've noticed where it only happens on their first connect and after that never again? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Egon gun - Yellow beam or Blue beam?
This is a multi-part message in MIME format. -- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Monday, March 04, 2002 4:15 PM Heh heh, Ghost busters. Hence the nickname 'egon' ... -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Finished a bot. But how do i build a linux release?
This is a multi-part message in MIME format. -- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 9:35 AM Florian Zschocke wrote: Have you tried to use the cleaned up version from Will Day? I dunno if the SDK compiles as a whole Okay, it doesn't. I just tested it and gcc pukes. I wonder what compilers they use at Valve to compile the Linux versions. No need to wonder, just read the linux_compiling.txt file that comes with the SDK. Botman has! :) -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Won ID's
From: Paul Kirby [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 6:17 PM Is Paul Kirby a bot? Why you say that?? I think because they failed to notice that your messages contained more info than just saying hello. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bone position
This is a multi-part message in MIME format. -- http://list.valvesoftware.com/pipermail/hlcoders/2002-January/001406.htm l -Original Message- From: Georges Giroux [mailto:[EMAIL PROTECTED]] Sent: Friday, February 15, 2002 7:49 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Bone position Unfortunately GetBonePosition server-side will not return to you the transformed bone position as far as I know, since I've been struggling with that and GetAttachment server-side. You have to mimic the transformations that happen client-side on the server-side, concerning the bone transformations. How to do that...I'd like to know as well:) Georges - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 15, 2002 7:15 AM Subject: Re: [hlcoders] Bone position This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] unfortunately, I want to get the bone position client-side... But anyway, server side, GET_BONE_POSITION could be used. - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Patrick Phillips To: [EMAIL PROTECTED] Sent: Friday, February 15, 2002 12:56 PM Subject: Re: [hlcoders] Bone position Well, what I wonder about that is, is there a nice way to get that bone position from the client to the server? From: Cortex [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Bone position Date: Fri, 15 Feb 2002 11:21:20 +0100 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thx :) Now, I've got a pure C++ problem :( How can I access a CStudioModelRenderer function ?? There isn't any object of this class... I wanted to make a function which returns the actual position of a bone... Is there any way to get the position of a bone from a global function I can call from other classes or must I code a static function into CStudioModelRenderer Thx :) - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Ken Birdwell To: '[EMAIL PROTECTED]' Sent: Friday, February 15, 2002 12:35 AM Subject: RE: [hlcoders] Bone position Assuming you've already called StudioSetupBones(), the transformed, blended, frame accurate position is in: m_plighttransform[iBone][0][3], m_plighttransform[iBone][1][3], m_plighttransform[iBone][2][3]. -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Thursday, February 14, 2002 12:04 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Bone position Taking inspiration of your LookupBone function, I've done one : void GetOrgBone ( void* pmodel, char *name, float* org ) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) return; mstudiobone_t *pbones = (mstudiobone_t *)( (byte *)pstudiohdr + pstudiohdr-boneindex ); for (int i = 0; i pstudiohdr-numbones; i++) { if (stricmp(pbones[i].name, name) == 0) { org[0] = pbones[i].value[0]; // I have to add pEnt-origin later org[1] = pbones[i].value[1]; org[2] = pbones[i].value[2]; return; } } return; } I think it'd work nice but... the origin of the bone I want ( Bip01 L Foot ) is always the same (its origin is perhaps coherent, x and y are equal to 0 :-( ). So, how could I get the dynamic origin of a bone ? Thx :) - Cortex : mapper coder www.hlalbator.fr.st ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list
RE: [hlcoders] Message Problems
'PF_MessageEnd_I: Unknown User Msg' error messages are on the server side, not the client. Either you are sending this message before the REG_USER_MSG() for this message has been executed, or you are sending messages before the engine is ready to send any user messages. When the server first starts up a map, it runs like 10-20 frames or something to let everything settle in. But during this time, there are some things the engine isn't ready to do yet; sending messages is one of them. Giving the server 2 seconds or so before you execute anything that's going to be sending messages should solve the problem (if that is indeed what is causing your problem). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] test
test ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] It's a miracle [OT]
We now welcome you back to regularly scheduled programming. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] organisation question
This is a multi-part message in MIME format. -- If you need to coordinate over the Internet (vs just on a LAN), you'll want to avoid VSS at all costs. CVS is definitely the best low-cost (it's free!) option. If you use CVS, there is a plugin for MSVC++ called 'Jalindi Igloo' that will integrate CVS's source control into MSVC++ so it works like VSS does when integrated... Of course Perforce is the best, but it costs money! er, looking at the web site I guess there is some sort of free version you can download. -Original Message- From: _Phantom_ [mailto:[EMAIL PROTECTED]] Sent: Friday, February 01, 2002 8:51 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] organisation question another option is CVS, which allows for the same check in/check out I belive VSS allows for. - Original Message - From: Bossaller, John [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 01, 2002 4:16 PM Subject: RE: [hlcoders] organisation question Use Visual Source Safe. If he's not on the local network, you can also use Source OffSite. (VSS internet addon) -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] WTF???
This is a multi-part message in MIME format. -- Dunno why it got held. Usually this happens with subscribe/unsubscribe requests and stuff like that. I don't know the exact words mailman looks for and I didn't see anything strange in the message you sent. Oh well, I approved it, so it should be arriving soon. -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Thursday, January 31, 2002 7:45 AM To: [EMAIL PROTECTED] Subject: [hlcoders] WTF??? I just received this... Your mail to 'hlcoders' with the subject Re: [hlcoders] advanced options question relating to settings.scr i think it is Is being held until the list moderator can review it for approval. The reason it is being held: Message may contain administrivia Either the message will get posted to the list, or you will receive notification of the moderator's decision. What the heck does administrivia mean? Merriam-Webster says it don't exist... http://www.m-w.com/cgi-bin/dictionary?book=Dictionaryva=administrivia -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VALVe: Gmax Quickie
Nope. If something happens with that, this will be one of the first places you'd hear about it. -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, January 29, 2002 2:36 AM Any word yet? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: Cbuf_AddText: overflow
Yeah, I assumed that's where this was happening. It's not even exec'ing that file, just the simple act of adding exec server.cfg (or whatever) to the command buffer is too much. You don't have servercfgfile set to some insanely long value, do you? :) Other than that, there has to be other stuff jamming the command buffer. Either something being exec'ed in your command line, or something in autoexec.cfg, language.cfg, or joystick.cfg...Maybe this is related to the large ban file problem some server ops have. Are you exec'ing any large files in your autoexec.cfg? -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Friday, January 25, 2002 8:14 AM To: [EMAIL PROTECTED] Subject: [hlcoders] RE: Cbuf_AddText: overflow Thats odd, I am not exec'ing anything else... that is a stock multiplayer_gamerules.ccp function call it is the one that exec's the server.cfg or listenserver.cfg based on if it is a dedicated gameetc... -Ron Too much unproccessed stuff already in the server's command buffer? You +exec'ing anything else on the command line or anything like that? -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]] Sent: Thursday, January 24, 2002 7:27 PM To: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Subject: [hlcoders] Cbuf_AddText: overflow I think this error is hidden deep within the engine, could someone shed some light? Cbuf_AddText: overflow attachment: winmail.dat
RE: [hlcoders] Models and sequences
The only circumstance in which this is handled in 8 bits is network transmission, which can be changed by modifying delta.lst. That's what it's there for. Surprise or no surprise, it's not hard coded in the engine and the engine will happily handle as many sequences as you like. You should be able to witness this personally within a few days; DoD 2.0 will have 256 sequences. -Original Message- From: David Flor [mailto:[EMAIL PROTECTED]] Sent: Wednesday, January 23, 2002 8:17 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Models and sequences I believe pev-sequence is handled as 8 bits, or maximum of 256. Also, since I see that inside studiomdl.exe it uses a hard-coded array, I wouldn't be surprised if a limitation like that does exist in the engine because of coding practices. As much as I have the utmost confidence and trust in the Valve development team, there are many bad practices and programming no-nos that are common to every programmer... I use fixed length arrays without range checking sometimes; the horror! :) And, Pat, there are 32 maximum weapons, not 35. 32x4 = 128. ;) Besides, 256 animations is almost ungodly, isn't it? Your animator must be going crazy... We had well over 77 animations in our mod (I think at last count we had over 160 of them). attachment: winmail.dat
RE: [hlcoders] Models and sequences
The only place that MAXSTUDIOSEQUENCES limit is used is in the studiomdl code ($Src/utils/studiomdl), which can be changed if that's the tool you use to compile models. There is no limit on the number of sequences the engine itself is capable of using. DoD 2.0, which will be released soon, has player models with more than 255 sequences. -Original Message- From: Pat Magnan [mailto:[EMAIL PROTECTED]] Sent: Tuesday, January 22, 2002 1:04 AM I have been informed that is the limit, although I can see no reason for that belief in the code. A class would have -- SNIP -- Umm.. Huh? engine/studio.h says this: #define MAXSTUDIOSEQUENCES256 // total animation sequences It would seem that the limit is 256 rather than 77.. However, there are only 77 sequences in the TFC models that I've looked at. Perhaps someone was assuming this is the limit because we don't have a character model with more?? If you're defining all new weapons, i'm sure you can pare down the ones you don't need from the DM/TFC models to have quite a bit of room for animations. You need 4 per model as I see it ref_aim_weapon, ref_shoot_weapon, crouch_aim_weapon, crouch_shoot_weapon. 35 x 4 = 140, plus all the movement ones (walk, run, swim, death etc -- maybe 20 per model), should fall below 256? Also, do you always need a new anim for every weapon? If you're making a broadsword, the player's attacks with that would look very similar to using an axe for example. You shouldn't need one anim per weapon. Just group your weapons into logical groups (2handed, polearm, onehandedsword, or whatever is appropriate for your mod). Then, in your DefaultDeploy, just send the appropriate value for the last parameter (i.e. 2handed or whatever, not the weapon name itself). That should save you and the modellers a bunch of work, not to mention the fact that you should be able to do all that within 77 animations, if that is really the limit... attachment: winmail.dat
RE: [hlcoders] ogc required to play??
This was fixed long ago and the hacks have progressed way beyond that anyway. All of the client and GL hacks out now use some kindof loader that does things like patch the running HL process directly to allow custom DLLs to load (or to load them itself). As long as code is going to be running ona client's machine and users have the knowledge and inclination to reverse engineer what's going on, there is no "all you have to do is ... to stop the hacks" solution. Like Alfred said, it's impossible to prevent. You can make it hard, though...really hard (know anyone who has reverse engineered the HL networking protocol recently?). Hopefully we can make it hard enough to be effective. It's not simple stuff. -Original Message-From: Tom [mailto:[EMAIL PROTECTED]]Sent: Wednesday, January 02, 2002 1:56 AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] ogc required to play?? PB never worked in the first place (I heard it was so dum you could rename pb.exe to hl.exe and it wouldnt detect I thing). I told (and other people) valve about the clinet dll bug about 3 months before anybody made a cheat out if it, they didnt do anything about it. If you dont know they all work on the fact that you can load an bogus client dll which the server will allow you to have. This is done because if a mod cannot find the client dll it wants to load, it will try C:\windows\ and \valve dir. Now all you have to do is rename the mods client dll, put yours into one of those dirs, when yours is loaded rename the original client dll back to client dll and then the server is none the wiser. I thought it would take about 2 lines of code to fix it (i.e. make sure the dll its loading isnt from C:\windows\ or from another mods dir (i.e. \valve). - Original Message - From: andrew To: [EMAIL PROTECTED] Sent: Wednesday, January 02, 2002 4:40 AM Subject: Re: [hlcoders] ogc required to play?? I would like to repot to that WONID comment. I have in the past talked to Valve about doing something like that and there thing is they will have nothing to do with the WONID for legal isssue, at least thats what i was told. So i think that is not the answer. and we know how OGC works but its no the only cheat out there so working just to get rid of that is not the answer. Valve has something good coming i am sure, We can only hope they are not going to do something that will piss people off but i am sure there will be those rebals. wacko - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, January 01, 2002 7:15 PM Subject: Re: [hlcoders] ogc required to play?? pff. doing a test of the signature movementsof OGC players (latest ver), over a local PB enabledlan game, with some bots,and a ghost following the cheater, PB is ineffective. I went and downloaded all the HL hacks I could. PB doesn't even need to be hacked... I can run a clean PB, and it works fine. I've found:the newest OGC has a unique 3 letter randomsignature now, the test I ran had it as 'buc'. (ogc.buc.cfg). no need for "loader.dll" or any other currently checked dll. If I was lame,Icould walk into a PB enabled sever, turn on aimbot, targeted at the chest, with a 10 degree botfov, and look like I was really good. My test partner randomly switched the cheats off/off, and with varying degrees of obviousness. (aimbot head/aimbot off/no wallhack/wallhack/white wall/spiked models/no spikes/all off/no recoil/ etc...) Conclusions: pattern matching is a must. ogc*.???.cfg for anticheat methods. Need signatures of OGC versions. Need a central valve anticheat sig updater(update ACheat sigs on WONID check) the sig of the AC module also being checked on wonid scan... Need a wonid complaint/banning system. (ideally, a central banlist distributer. if more than three reged servers complain (more than 5 people on the server complain, or admin steps in) then the wonid is banned, and sent to all the registered servers. their banlists are updated, and the punk finds out that his wonID is no good or, the wonID is revoked for a couple days... I'd like to remind everyone that cheating is lame. I feel that the game becomes lame when you cheat attachment: winmail.dat
RE: [hlcoders] ogc required to play??
-Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Wednesday, January 02, 2002 7:04 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] ogc required to play?? Leon Hartwig wrote: know anyone who has reverse engineered the HL networking protocol recently? Nope. Has it been reverse engineered? All the cheat coders I know were too lazy to tackle the protocol as of now, as it was unnecessary to do so to cheat anyway. They might give it a try if faking a client dll gets harder. Nope, hasn't been. Not for lack of trying, though. I don't think anyone's been working on it lately (at least no one that is public about it anyway). attachment: winmail.dat
RE: [hlcoders] ogc required to play??
Right, which was what I was explaining. The title of the original message was ogc required to play??, which is why I made the disclaimer about humor. -Original Message- From: Tom [mailto:[EMAIL PROTECTED]] Sent: Monday, December 31, 2001 2:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] ogc required to play?? lol no, its the best anti cheat software ive ever seen. When you connect it checks if it can find all these dlls, then if it can it bans you. But the good thing is it tells every1 else so you can patronise them whenever you see them again :D - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 31, 2001 9:14 AM Subject: RE: [hlcoders] ogc required to play?? Maybe this was humor, but just in case...successful exec's don't display any console message. A file (or cvar) that is associated with a cheat was found and this guy was banned for it, but you can't tell which one based on this shot. The only thing this shot shows are some files he was found clean on, not what he was busted for. -Original Message- From: Dave R. Meyers [mailto:[EMAIL PROTECTED]] Sent: Sunday, December 30, 2001 10:51 PM To: [EMAIL PROTECTED] Subject: [hlcoders] ogc required to play?? A regular on my server sent me this screenie of an attempt to play on a cs server. Dave attachment: winmail.dat
RE: [hlcoders] Old E-Mails on List
Guys, there is no point in responding to these unsubscribe mails. Whenever we see them, we just unsubscribe these people manually. It takes about ten seconds. Please just ignore these messages and save us all from having to read three or four messages per unsubscribe request rather than just one. :) -Original Message- From: Miguel Aleman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, December 05, 2001 6:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Old E-Mails on List It's crazy, it happends on my list all the time. Desmond, scroll down on any email from this list to the bottom. There is a link that says unsubscribe. Click it. - Original Message - From: HoundDawg [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:10 PM Subject: Re: [hlcoders] Old E-Mails on List It's funny how some people can't follow instructions HoundDawg-WWg-nC- World Wide Gaming Network http://hl.wwgaming.com/serving - Original Message - From: Desmond Fletcher [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 5:51 PM Subject: RE: [hlcoders] Old E-Mails on List Please remove me form the list. Thx -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Erik Johnson Sent: Thursday, November 08, 2001 4:13 PM To: '[EMAIL PROTECTED]' Subject: [hlcoders] Old E-Mails on List If you're getting this mail, and you had unsubscribed to the Topica HLCODERS list a while back, send mail to me directly and I'll remove you from the list. Seems that the e-mail list I got from Topica has a bunch of addresses on there that we outdated. Erik attachment: winmail.dat
RE: [hlcoders] Overflow problem
I don't think his problem is one message per second...Probably more like he's trying to send tens or hundreds per second. The buffer can accept something like 4k of data before overflowing. -Original Message- From: Reedbeta [mailto:[EMAIL PROTECTED]] Sent: Wednesday, November 28, 2001 5:06 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Overflow problem I think the best solution is probably to send the messages less often. IE, you don't need to regenerate 1 armour unit (or whatever) per second, you could just do 10 armour units per 10 seconds. That would reduce the net traffic due to the armour message by a factor of 10. Or you could just predict the armour regeneration on the client side, and eliminate the messaging entirely (except for when the player gets damaged or gets a powerup or something that affects his armour). --- _Phantom_ [EMAIL PROTECTED] wrote: Ah, yes, ta Leon and Botman.. I think I've worked it out... the armor regenerates for the whole game, so it's probably those armor messages that are causing the problem (100 - 6000 takes a while) as that was the only major change since the last test. So, I now need a new way around it... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do You Yahoo!? Yahoo! GeoCities - quick and easy web site hosting, just $8.95/month. http://geocities.yahoo.com/ps/info1 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders