from the problems we had with Erads with regarding models from what I can
tell the server uses the model.mdl for all its' calcs and unless ya tell it
otherwise the client uses the same model (this played merry hell when we was
using oversized hulls for the large robots as the hit boxes was all
iirc the only way to do it is to decrypt the HL protocol, which hasnt been
done since HL's release, now.. assuming you mange it you then open the door
for yet more cheats and hacks.. it's a bad bad plan
- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent:
this is the code used for func_dave (dont ask) in the Erads mod, which is
basical a box used to select class and rearm, this makes a solid, useage
model which can be anysize :
void CAmmoclass::Spawn( void )
{
Precache();
SET_MODEL( ENT(pev), models/ammobox.mdl );
UTIL_SetOrigin( pev,
You say about CD keys being secure, however thats not true, I know someone
personaly who has acopy of HL but yet some of the time cant play online
because someone happens to have the same CD key as 'im, probably via a
keygen, heck this person has even been ban'd from the BY servers using this
CD
?
There doesn't seem to a linux version of HL so I don't think that
bringing steam across would help(sure, you could load up steam, but you
wouldn't be able to play).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_
Sent: Sunday, April 21, 2002 1:09 PM
- Original Message -
From: Ralph Hartley [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 4:00 PM
Subject: Re: [hlcoders] little app
Commando wrote:
This should work on all systems;
No It SHOULDNT work on ANY system. There may be systems on which it
DOES, but
given todays hardware thats hardly a problem... the Erad test box was/is
running the Erads server and a CS1.3 server at the same time, and the
Blueyonder GSP run 3 CS games on one machine at once
I was gonna say about the network lag but someone got there first ;)
- Original Message -
two words : April. Fool.
:)
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 4:13 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
rewriting the netcode - erm why? You'll bodge it
Thought the guy from DOD said he
hehe, that end bit is like a sign which says 'Dont read this' :D
- Original Message -
From: Christopher Long [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, March 28, 2002 12:41 AM
Subject: [hlcoders] test mail...
This is a multi-part message in MIME format.
--
[ Picked
hehe
s'not that hard... once ya know what ya doing :D
- Original Message -
From: Neale Roberts [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, March 13, 2002 7:22 PM
Subject: Re: [hlcoders] Solid Vehicles
n..not custom hulls! Don't do it!
- Original Message
I doubt asm tbh... most probably done in Visual C++ (using a combo of C++
and C)
- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, March 07, 2002 5:39 PM
Subject: Re: [hlcoders] OT: what do langauge microsoft use for their apps?
C# is too new to have been used for stuff like that... however I dare say M$
will start using C# for UI stuff and maybe for light tasks.
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, March 07, 2002 6:32 PM
Subject: Re: [hlcoders] OT: what
I read something on java.sun.com a while back which said, a complier has
reached maturity when the next generation of complier can be made on it..
this was in reference to Java at the time, but as you can see it can be
applied to M$'s VC++
- Original Message -
From: Simon Rose [EMAIL
which drivers are you running?
the one that came with WinXP or Nvidia's Det. drivers for XP?
- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Monday, March 04, 2002 9:01 PM
Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
--
I've not had any problems with VS.Net and our Mod, in fact, the debug dlls
it produces have dropped in size, and it complied first time on switch, in
fact I made a new VS.Net Soloution adn included the dll and cl_dll for nice
one step building :)
Now, if I could just work out why its not coping
:09 schrieb _Phantom_:
btw, I'm not a M$ fan, however it does seam alot of C# bashing
happens
just
because M$ made it, C# from what I've read does have a fair amout
going
for
it, not least of which is making windows coding easier by hiding
the
Win32
API more. Granted
hehe, that's a question many ppl having been asking for a while ;)
one major use is for NT server based server side (ASP.Net I belive) ,
someone I know was on about it being a complied lang and thus faster that
traditional Scripts (VBScript or JScript)
It is in fact portable as well, there is a
/me throw in 2p worth
System Information report written at: 22/02/2002 19:00:14
[IRQs]
IRQ Number Device
9 Microsoft ACPI-Compliant System
11 NVIDIA GeForce3 Ti 200
11 VIA USB Universal Host Controller
11 VIA USB Universal Host Controller
11 Creative SB Live! (WDM)
11 RPTI RTL8029-Based PCI
s'not hard to find the OGC source (google) , I've got a copy of the version7
code now, used to be @ one web site, however last I checked it was closed.
tbh, OGC is a good bit of coding, just a shame about it's use :(
and for those that wanna know, I have OGC code so I can (a) see how it work,
/Project :)
I have been playing with the SDK out of pure fund and enjoyment (not
matter how sick it sounds)
-Ron
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_
Sent: Monday, February 18, 2002 9:56 PM
To: [EMAIL PROTECTED]
Subject: Re
Am Donnerstag, 7. Februar 2002 16:52 schrieb _Phantom_:
How does this work when there are two keys bound to one action then?
eg
bind [ invprev
bind ] invnext
bind MWHEELDOWN invnext
bind MWHEELUP invprev
or does it not include mouse/joystick button as they are buttons
, February 07, 2002 11:19
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Info on a client command
Am Donnerstag, 7. Februar 2002 16:52 schrieb _Phantom_:
How does this work when there are two keys bound to one action
then?
eg
bind [ invprev
bind ] invnext
you sure you not using the beta2.2sdk?
as I seam to recall these issues being fixed with the release of the
full2.2sdk final version
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 06, 2002 12:59 PM
Subject: [hlcoders] HLDSK2.2 HLDM
ello all
I've been hunting about the client.dll for sometime now looking for the code
which controls the weapon selection 'buckets' at the top of the screen, and
I cant for the life of me find it, so would I be correct in thinking it's
handled in the engine somewhere?
Also, the mouse wheel,
around line 1110 :) cause i have messed with it and
i'm
pretty sure thats what your after. it draws all the buckets and the
weapons
that drop down when that bucket is selected.
- Original Message -
From: _Phantom_ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 06
ha!
pre-empted!!
I r having the SDK for the Immersion software on computer :D
/me knew there was another feature you'd added recently
- Original Message -
From: Neale Roberts [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 25, 2002 9:54 AM
Subject: Re: [hlcoders]
lo ppl
Well, after Jeff and Ken helpped sort the hull 3/hit box issue out I've made
the changes to the Eradicators code, and we now have a 9ft tall robot which
has the hit boxes of a 9ft tall robot and not a normal human floating...
However, we now have another problem, when the Eradicator
Lets try sending this again :}
ah, I follow you, and the SetObjectCollisionBox() takes the boxes
values
from pev-mins and pev-maxs (in CBaseEntity at least, which is what
CBasePlayer uses).
So, if the models hull box is correct (ie it's colliding with world
object
correctly) but
too small the engine will optimize out
rendering and intersection tests when it shouldn't.
-Original Message-
From: _Phantom_ [mailto:[EMAIL PROTECTED]]
Sent: Thursday, January 17, 2002 9:31 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hull3?
Correct me if I'm wrong
but enff of the Quake engine is left to make some of the
Q1 and Q2 source understandable from a first look :D
Rob
"cause I dont wanna be a heroand I dont wanna be a zero" - Feeder,
TurnJon Henry Lee, Your memory will live on in your fans and your music,
Rest In Peace
- Original
Collages, Schools and Uni's will all be starting back, so ppl involved in
projects at one of those places might well have taken a break until they get
their time tables sorted and can find time to do stuff
Other of us dont have problems we need to ask about yet, or cant help with
current
I like this idea, however I can this this problem with this approch.
You are still relieing on code executed on a client which could be hacked,
and u need a function to call that code, what is to stop a hacked client
from downloading the code, not running it and just returning the data that
that
reply below..
- Original Message -
From: Nicolai Haehnle [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 3:31 PM
Subject: Re: [hlcoders] ogc required to play??
Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie:
Then the hook only need to listen on the network
Faehnle
- Original Message -
From:
_Phantom_
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 6:43
PM
Subject: Re: [hlcoders] FP
charging
That's not really ethics, it's economics (sp?),
those who can afford to buy the space
, Underhive (http://www.underhive.com)
- Original Message -
From: _Phantom_ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 10:10 AM
Subject: Re: [hlcoders] what a bloody n00b
I download at all kinds of times, mostly when the US are up as well,
I've
never had
be viable.
-omega
Blackened Interactive
http://www.nofadz.com/blackened
IRC: irc.gamesnet.net channel: #blackened-interactive
Assistant Coder, Underhive (http://www.underhive.com)
- Original Message -
From: _Phantom_ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001
that FP never asked for
our permission with FLF.They just saw a new version up, and went ahead
and mirrored it (and nowthey're charging for
it)david-Original Message-From: _Phantom_
[mailto:[EMAIL PROTECTED]] Sent: Friday, December 28, 2001 1:02
PMTo: [EMAIL PROTECTED
...
- Original Message -
From:
_Phantom_
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 5:40
PM
Subject: Re: [hlcoders] FP
charging
But, the point is, they are not selling your
work, they are selling a faster download (either
for something...
- Original Message -
From: _Phantom_
To: [EMAIL PROTECTED]
Sent:
Friday, December
28, 2001 5:40
PM
Subject: Re:
[hlcoders] FP charging
But, the point
got a time machine?
- Original Message -
From:
Nathan Taylor
To: HLCoders
Sent: Thursday, December 20, 2001 11:29
PM
Subject: Re: [hlcoders] VALVe:
GMAX?
Zoot the hardcore engine programmer at Gearbox Software, I can read the
news lines now... :)
I think it's coz ya didnt quote any of the message,
thus ppl didnt know which bit ya was following up to...
- Original Message -
From:
Gareth
Llewellyn
To: [EMAIL PROTECTED]
Sent: Friday, December 21, 2001 8:16
AM
Subject: Re: [hlcoders] VALVe:
GMAX?
Have you added code to the 'takedamage' function to test if it's hitting the
hitbox for the shield? Coz, I belive I'm right in saying, if you dont trap
WHERE on the person it hits it just does straight weapon damage without any
skill bonus' to the player.
- Original Message -
From:
rs] Overflow problem
try to use WRITE_SHORT instead of WRITE_WORDS.
CortexHL
Albator coder mapperwww.hlalbator.fr.st
- Original Message -
Fr
lo
For some reason we can't track down the current version of the code is
dropping clients out with the error :
SZ_GetSpace: overflow on netchan-message
WARNING: reliable overflow for playername
Now, I've done a global search for SZ__GetSpace, netchan, and 'WARNING ... '
for both client and
NO!!
STOP!!
NOW!!!
the man can't code.. he'll try and talk me into it!!
agggh
/me runs away and locks 'imself in a box
- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, November 16, 2001 9:22 PM
Subject: RE: [hlcoders] Valve:
Based on the code for the hulls it seam to be :
36 standing and 18 ducking
- Original Message -
From: Miguel Aleman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, November 16, 2001 10:10 PM
Subject: [hlcoders] Player Offset; Origin to Ground
Anyone know how far the ground is
the client
moves?
What is the function name? PM_Move?
- Original Message -
From: _Phantom_ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, November 16, 2001 5:21 PM
Subject: Re: [hlcoders] Function run in client.dll everytime the client
moves?
hmm, fair point.. also you would
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