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  • Members: 384
  • Category: Game Programming
  • Founded: Mar 31, 2001
  • Language: English
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#127 From: "senator_bones" <zitti17@...>
Date: Mon Jun 3, 2002 9:06 pm
Subject: Re: Heya
senator_bones
Send Email Send Email
 
> There is a "stub" plugin in the Metamod tarball. This has the pure
> basics of what a Metamod plugin needs. You can build your plugin
> on this one. Have a look at the "trace" plugin to see what info MM
> has access to.
>
> Florian.

I often wonder about such good programmers like you Florian. Not many
on the same level have the ability to help others (in an
understandable way), k you're always doin that with an sense of irony,
don't you? ;-)

cheers
Sena+or

#128 From: Florian Zschocke <zschocke@...>
Date: Mon Jun 3, 2002 9:12 pm
Subject: Re: Re: Heya
zschocke@...
Send Email Send Email
 
senator_bones wrote:
>
> I often wonder about such good programmers like you Florian. Not many
> on the same level have the ability to help others

No wonder, that level isn't really high. Good programmer? Laf. I
guess I couldn't write a MM plugin even when Will would be holding
my hand. :) You should see what some of the guys on this list have
accomplished. Incredible.

> you're always doin that with an sense of irony,
> don't you? ;-)

Irony? Where did you read any irony in that answer of mine?

Florian.

#129 From: "senator_bones" <zitti17@...>
Date: Tue Jun 4, 2002 4:00 pm
Subject: Re: Heya
senator_bones
Send Email Send Email
 
> No wonder, that level isn't really high. Good programmer? Laf. I
> guess I couldn't write a MM plugin even when Will would be holding
> my hand. :) You should see what some of the guys on this list have
> accomplished. Incredible.
Doesn't matter whatever you do there will always be some guys you
simply cannot beat...

I know two kinds of programmers. The ones who don't know what they are
talkin about (like me) and the others who know too much (most of them
show really crazy behavior)... guess you're a good mixture of these
cases...

> Irony? Where did you read any irony in that answer of mine?

maybe there are some exceptions ;-) looks like the stupid question -
stupid answer principle (good question - friendly answer) or just the
language.

>Martin alias Sena+or

#130 From: jax12@...
Date: Sun Jun 9, 2002 8:38 am
Subject: Running metamod in chrooted Linux environment
qza55
Send Email Send Email
 
Hello!

I am currently running my Linux Counter-strike server in a chrooted compartment.
The instructions how to do it can be found e.g. from
http://people.hp.se/frso/hlds-chroot.html

However, I have encountered some problems while trying to use it with a metamod
extension. The server starts nice, but will crash after the first player
joins in. I have tried to debug the event by using a strace but haven't so
far discovered what causes the crash. Metamod itself doesn't cause crash
(with an empty metamod.ini everything works fine), but trying to use some
other modules such as csguard, statsme or adminmod will bring the server
down.

Anyone have similar problems or solutions to the situation?

Regards,
Jake




_______________________________________________________
Ilmainen nettiyhteys: http://www.suomi24.fi/liittyma/
Ilmainen sähköposti:  http://posti.suomi24.fi/

#131 From: TOMOE Hotaru <rm@...>
Date: Sun Jun 9, 2002 8:47 am
Subject: Re: Running metamod in chrooted Linux environment
rm@...
Send Email Send Email
 
hi

> I am currently running my Linux Counter-strike server in a chrooted
compartment.
> The instructions how to do it can be found e.g. from
http://people.hp.se/frso/hlds-chroot.html
>
> However, I have encountered some problems while trying to use it with a
metamod
> extension. The server starts nice, but will crash after the first player
> joins in. I have tried to debug the event by using a strace but haven't so
> far discovered what causes the crash. Metamod itself doesn't cause crash
> (with an empty metamod.ini everything works fine), but trying to use some
> other modules such as csguard, statsme or adminmod will bring the server
> down.
>
> Anyone have similar problems or solutions to the situation?
>

We had so far no problems running hlds_l in a chrooted enviroment...
What files have you copyed in your chroot besides hlds_l?

#132 From: João Nunes <joao-f-nunes@...>
Date: Sun Jun 9, 2002 3:35 pm
Subject: RE: Running metamod in chrooted Linux environment
joao-f-nunes@...
Send Email Send Email
 
I had a similar problem , but it was because of the banned.cdf , i
stoped to launch the banned.cfg and the problem stopped. Sorry about my
English.

-----Original Message-----
From: jax12@... [mailto:jax12@...]
Sent: domingo, 9 de Junho de 2002 9:39
To: metamod@yahoogroups.com
Subject: [metamod] Running metamod in chrooted Linux environment

Hello!

I am currently running my Linux Counter-strike server in a chrooted
compartment.
The instructions how to do it can be found e.g. from
http://people.hp.se/frso/hlds-chroot.html

However, I have encountered some problems while trying to use it with a
metamod
extension. The server starts nice, but will crash after the first player
joins in. I have tried to debug the event by using a strace but haven't
so
far discovered what causes the crash. Metamod itself doesn't cause crash
(with an empty metamod.ini everything works fine), but trying to use
some
other modules such as csguard, statsme or adminmod will bring the server
down.

Anyone have similar problems or solutions to the situation?

Regards,
Jake




_______________________________________________________
Ilmainen nettiyhteys: http://www.suomi24.fi/liittyma/
Ilmainen sähköposti:  http://posti.suomi24.fi/




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#134 From: jax12@...
Date: Wed Jun 12, 2002 3:16 pm
Subject: Re: Running metamod in chrooted Linux environment
qza55
Send Email Send Email
 
Hello again!

>> The instructions how to do it can be found e.g. from
>> http://people.hp.se/frso/hlds-chroot.html

>> The server starts nice, but will crash after the first player
>> joins in.

>> Anyone have similar problems or solutions to the situation?

> Date: Sun, 09 Jun 2002 10:47:34 +0200
> From: TOMOE Hotaru <rm@...>

>We had so far no problems running hlds_l in a chrooted enviroment...
>What files have you copyed in your chroot besides hlds_l?

A script on the URL mentioned earlier creates an environment with the following
files:

crw-rw-rw-    1 root     root       1,   3 Jun  8 00:03 dev/null
---x--x--x    1 root     root       511400 Jun  8 00:03 ./bin/bash
---x--x--x    1 root     root         7704 Jun  8 00:03 ./bin/logger
-r--r--r--    1 root     root           25 Jun  8 00:08 ./etc/group
-rw-r--r--    1 root     root          794 Jun  8 00:08 ./etc/ld.so.cache
-r--r--r--    1 root     root           18 Jun  8 00:08 ./etc/ld.so.conf
-r--r--r--    1 root     root          679 Jun  8 00:03 ./etc/localtime
-r--r--r--    1 root     root           48 Jun  8 00:08 ./etc/passwd
-r--r--r--    1 root     root         1748 Jun  8 00:03 ./etc/protocols
-r--r--r--    1 root     root           61 Jun  8 00:03 ./etc/resolv.conf
-r--r--r--    1 root     root        16222 Jun  8 00:03 ./etc/services
-r-xr-xr-x    1 root     root        90210 Jun  8 00:03 ./lib/ld-linux.so.2
-r-xr-xr-x    1 root     root        99568 Jun  8 00:03 ./lib/ld.so
-r-xr-xr-x    1 root     root      1153784 Jun  8 00:03 ./lib/libc.so.6
-r-xr-xr-x    1 root     root        19136 Jun  8 00:03 ./lib/libcrypt.so.1
-r-xr-xr-x    1 root     root         8008 Jun  8 00:03 ./lib/libdl.so.2
-r-xr-xr-x    1 root     root       130088 Jun  8 00:03 ./lib/libm.so.6
-r-xr-xr-x    1 root     root       248132 May 10 01:11 ./lib/libncurses.so.5
-r-xr-xr-x    1 root     root        69472 Jun  8 00:03 ./lib/libnsl.so.1
-r-xr-xr-x    1 root     root        12176 Jun  8 00:03 ./lib/libnss_dns.so.2
-r-xr-xr-x    1 root     root        56480 Jun  8 00:03 ./lib/libresolv.so.2

> Date: Sun, 9 Jun 2002 16:35:44 +0100
> From: João Nunes <joao-f-nunes@...>

>I had a similar problem , but it was because of the banned.cdf , i
>stoped to launch the banned.cfg and the problem stopped. Sorry about my
>English.

I tried this also, but it did't help :(

As the server works fine without chroot, I suspect that it will crash in
case of trying to read or write a file without authorization or tries to
use non-existing library function. Is there any way to trace things like
this?

Regards,
/Jake


_______________________________________________________
Ilmainen nettiyhteys: http://www.suomi24.fi/liittyma/
Ilmainen sähköposti:  http://posti.suomi24.fi/

#135 From: "[ClanBe] Pumuckl" <pumuckl@...>
Date: Sat Jul 13, 2002 1:01 pm
Subject: RE: Running metamod in chrooted Linux environment
pumuckl@...
Send Email Send Email
 
Jake,

I had the same problem today.
It turned out, that it was a missing file in /lib
For me, it was libcrypt.so.1, however in a your other post I have seen that you
do have
that file in /lib.

Try the following:
go to your hlds/cstrike/dlls directory and for each .so-file enter
ldd <filename>
You should see a list of neccessary files.
Ensure that none of these files is missing in /lib.

Now my CS-server is running in a chroot-chail :D
Now if only metamod would support retro-cs...

cu
pum


--------------------
I am currently running my Linux Counter-strike server in a chrooted compartment.
The instructions how to do it can be found e.g. from
http://people.hp.se/frso/hlds-chroot.html

However, I have encountered some problems while trying to use it with a metamod
extension. The server starts nice, but will crash after the first player
joins in. I have tried to debug the event by using a strace but haven't so
far discovered what causes the crash. Metamod itself doesn't cause crash
(with an empty metamod.ini everything works fine), but trying to use some
other modules such as csguard, statsme or adminmod will bring the server
down.

Anyone have similar problems or solutions to the situation?

#136 From: "pwinklercogidata" <pwinkler@...>
Date: Tue Jul 16, 2002 10:26 am
Subject: VAC and wdmisc
pwinklercogi...
Send Email Send Email
 
Hi!

Is there any event when VAC (valves anti cheat for cstrike) kicks an
player for cheating? how can I catch it? Could not get it with the
trace plugin.

Currently I check the log events ... not a nice way.

And what could be the reason that my server hangs wenn I try to
unload the wdmisc plugin?

thx

#137 From: Peter Winkler <pwinkler@...>
Date: Tue Jul 16, 2002 2:59 pm
Subject: Re: VAC and wdmisc
pwinklercogi...
Send Email Send Email
 
On Tue, 16 Jul 2002, pwinklercogidata wrote:

> Hi!
>
> Is there any event when VAC (valves anti cheat for cstrike) kicks an
> player for cheating? how can I catch it? Could not get it with the
> trace plugin.
>
> Currently I check the log events ... not a nice way.
>
> And what could be the reason that my server hangs wenn I try to
> unload the wdmisc plugin?
>
> thx

I even dont get the Secure "..... loglines with AlertMessage.
It seems that I don't get all messages which are written to the logfile
with AlertMessage.

Anybody can help?????????
pls!

#138 From: Will Day <willday@...>
Date: Tue Jul 16, 2002 9:16 pm
Subject: Re: VAC and wdmisc
wdmetamod
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A short time ago, at a computer terminal far, far away, Peter Winkler wrote:
>On Tue, 16 Jul 2002, pwinklercogidata wrote:
>> Is there any event when VAC (valves anti cheat for cstrike) kicks an
>> player for cheating? how can I catch it? Could not get it with the
>> trace plugin.
>>
>> Currently I check the log events ... not a nice way.
>>
>> And what could be the reason that my server hangs wenn I try to
>> unload the wdmisc plugin?
>
>I even dont get the Secure "..... loglines with AlertMessage.
>It seems that I don't get all messages which are written to the logfile
>with AlertMessage.

Recall that Metamod sits between the HL Engine and the Game mod DLL, and
intercepts the messages between the two.  The only thing Metamod can do is
act based on those messages.  If something happens entirely _within_ the
Engine, or within the Game DLL, Metamod _cannot_ see that.

To put it another way, if the Engine doesn't tell the GameDLL about it, or
if the GameDLL doesn't tell the Engine about it, Metamod can't know about
it.

I suspect the log messages you're seeing are taking place entirely within
the Engine, so Metamod never sees them.  As far as the VAC goes, I'm not
very familiar with how it works, or where events are handled; I'm not sure
what, if anything, is communicated between the Engine and the GameDLL for
Metamod to act on.

--
Will Day                  Those who would give up essential Liberty, to
willday@...       purchase a little temporary Safety, deserve neither
UNIX System Programmer    Liberty nor Safety.
Atlanta, GA                 - Benjamin Franklin, Penn. Assembly, Nov. 11, 1755

#139 From: Peter Winkler <pwinkler@...>
Date: Wed Jul 17, 2002 2:40 pm
Subject: Re: Re: VAC and wdmisc
pwinklercogi...
Send Email Send Email
 
fuck.
However, thx for your answer.


On Tue, 16 Jul 2002, Will Day wrote:

> A short time ago, at a computer terminal far, far away, Peter Winkler wrote:
> >On Tue, 16 Jul 2002, pwinklercogidata wrote:
> >> Is there any event when VAC (valves anti cheat for cstrike) kicks an
> >> player for cheating? how can I catch it? Could not get it with the
> >> trace plugin.
> >>
> >> Currently I check the log events ... not a nice way.
> >>
> >> And what could be the reason that my server hangs wenn I try to
> >> unload the wdmisc plugin?
> >
> >I even dont get the Secure "..... loglines with AlertMessage.
> >It seems that I don't get all messages which are written to the logfile
> >with AlertMessage.
>
> Recall that Metamod sits between the HL Engine and the Game mod DLL, and
> intercepts the messages between the two.  The only thing Metamod can do is
> act based on those messages.  If something happens entirely _within_ the
> Engine, or within the Game DLL, Metamod _cannot_ see that.
>
> To put it another way, if the Engine doesn't tell the GameDLL about it, or
> if the GameDLL doesn't tell the Engine about it, Metamod can't know about
> it.
>
> I suspect the log messages you're seeing are taking place entirely within
> the Engine, so Metamod never sees them.  As far as the VAC goes, I'm not
> very familiar with how it works, or where events are handled; I'm not sure
> what, if anything, is communicated between the Engine and the GameDLL for
> Metamod to act on.
>
> --
> Will Day                  Those who would give up essential Liberty, to
> willday@...       purchase a little temporary Safety, deserve neither
> UNIX System Programmer    Liberty nor Safety.
> Atlanta, GA                 - Benjamin Franklin, Penn. Assembly, Nov. 11, 1755
>

#140 From: "starflare.geo" <starflare@...>
Date: Wed Jul 31, 2002 3:54 am
Subject: ClientSide metamod
starflare.geo
Send Email Send Email
 
I know that metamod is a server side tool. Currently, i use a metamod
plugin to dictate the gameplay of a specially built map. BUT, there
are many things that i felt could have been done better at the client
side.
Example:
For now, when a player steps onto a trigger, i would catch that event
and use ClientCommand to force the triggering player to exec some
funny stuff. Wouldn't it be great if theres a clientside plugin that
actually waits for this event to happen and then does the appropiate
actions, instead of waiting for the serverside plugin to catch the
event and then send a whole bunch of network message just to force
the client to execute something.

My question, is such a client side metamod-like plugin possible?

#141 From: Will Day <willday@...>
Date: Wed Jul 31, 2002 4:23 am
Subject: Re: ClientSide metamod
wdmetamod
Send Email Send Email
 
A short time ago, at a computer terminal far, far away, starflare.geo wrote:
>plugin to dictate the gameplay of a specially built map. BUT, there
>are many things that i felt could have been done better at the client
>side.
>Example:
>For now, when a player steps onto a trigger, i would catch that event
>and use ClientCommand to force the triggering player to exec some
>funny stuff. Wouldn't it be great if theres a clientside plugin that
>actually waits for this event to happen and then does the appropiate
>actions, instead of waiting for the serverside plugin to catch the
>event and then send a whole bunch of network message just to force
>the client to execute something.
>
>My question, is such a client side metamod-like plugin possible?

There's at least one, see:
    http://smaug.uchicago.edu/cl_metamod/
    http://groups.yahoo.com/group/cl_metamod/

and:
    http://groups.yahoo.com/group/metamod/message/59
    http://groups.yahoo.com/group/metamod/message/81
    http://groups.yahoo.com/group/metamod/message/94

I'm not familiar enough with it to say whether it can do the things you
want, or not.

--
Will Day                  Those who would give up essential Liberty, to
willday@...       purchase a little temporary Safety, deserve neither
UNIX System Programmer    Liberty nor Safety.
Atlanta, GA                 - Benjamin Franklin, Penn. Assembly, Nov. 11, 1755

#142 From: "Maximilian Marx" <evilhrdirector@...>
Date: Wed Jul 31, 2002 4:17 pm
Subject: Re: ClientSide metamod
evilhrdirector@...
Send Email Send Email
 
such a thing would make it really easy for cheat developers
----- Original Message -----
From: "starflare.geo" <starflare@...>
To: <metamod@yahoogroups.com>
Sent: Wednesday, July 31, 2002 5:54 AM
Subject: [metamod] ClientSide metamod


> I know that metamod is a server side tool. Currently, i use a metamod
> plugin to dictate the gameplay of a specially built map. BUT, there
> are many things that i felt could have been done better at the client
> side.
> Example:
> For now, when a player steps onto a trigger, i would catch that event
> and use ClientCommand to force the triggering player to exec some
> funny stuff. Wouldn't it be great if theres a clientside plugin that
> actually waits for this event to happen and then does the appropiate
> actions, instead of waiting for the serverside plugin to catch the
> event and then send a whole bunch of network message just to force
> the client to execute something.
>
> My question, is such a client side metamod-like plugin possible?
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#143 From: "jesse l. dailey" <jldailey@...>
Date: Wed Jul 31, 2002 5:02 pm
Subject: Re: ClientSide metamod
jldailey@...
Send Email Send Email
 
there was quite a bit of discussion about this when cl_metamod was
started.  at that time, OGC was extremely prevalent already, and being
open source provided so much more to cheat developers that we
predicted that cl_metamod would be largely ignored by them, and so far it
has been.

   If you read around on the web pages you'll see that mostly the kinds of
things that use it are more nifty than malicious, i.e. multi-player
space-invaders while dead in CS, an ingame email client floating
around somewhere too.  All in all, cheats are already easy, its legitimate
utilities that are hard.

jesse.

On Wed, 31 Jul 2002, Maximilian Marx wrote:

> such a thing would make it really easy for cheat developers
> ----- Original Message -----
> From: "starflare.geo" <starflare@...>
> To: <metamod@yahoogroups.com>
> Sent: Wednesday, July 31, 2002 5:54 AM
> Subject: [metamod] ClientSide metamod
>
>
> > I know that metamod is a server side tool. Currently, i use a metamod
> > plugin to dictate the gameplay of a specially built map. BUT, there
> > are many things that i felt could have been done better at the client
> > side.
> > Example:
> > For now, when a player steps onto a trigger, i would catch that event
> > and use ClientCommand to force the triggering player to exec some
> > funny stuff. Wouldn't it be great if theres a clientside plugin that
> > actually waits for this event to happen and then does the appropiate
> > actions, instead of waiting for the serverside plugin to catch the
> > event and then send a whole bunch of network message just to force
> > the client to execute something.
> >
> > My question, is such a client side metamod-like plugin possible?
> >
> >
> >
> > To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
> >
> >
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#144 From: "Maximilian Marx" <evilhrdirector@...>
Date: Wed Jul 31, 2002 6:08 pm
Subject: Re: ClientSide metamod
evilhrdirector@...
Send Email Send Email
 
would still be the problem with client hooking and VAC.
if cl_metamod would be approved by valve so it could bypass VAC cheat
developers would be able to bypass VAC the same way. if not, it could be
detected as cheat  (because it needed ocg loader or something that way)
----- Original Message -----
From: "jesse l. dailey" <jldailey@...>
To: <metamod@yahoogroups.com>
Sent: Wednesday, July 31, 2002 7:02 PM
Subject: Re: [metamod] ClientSide metamod


>
>
> there was quite a bit of discussion about this when cl_metamod was
> started.  at that time, OGC was extremely prevalent already, and being
> open source provided so much more to cheat developers that we
> predicted that cl_metamod would be largely ignored by them, and so far it
> has been.
>
>   If you read around on the web pages you'll see that mostly the kinds of
> things that use it are more nifty than malicious, i.e. multi-player
> space-invaders while dead in CS, an ingame email client floating
> around somewhere too.  All in all, cheats are already easy, its legitimate
> utilities that are hard.
>
> jesse.
>
> On Wed, 31 Jul 2002, Maximilian Marx wrote:
>
> > such a thing would make it really easy for cheat developers
> > ----- Original Message -----
> > From: "starflare.geo" <starflare@...>
> > To: <metamod@yahoogroups.com>
> > Sent: Wednesday, July 31, 2002 5:54 AM
> > Subject: [metamod] ClientSide metamod
> >
> >
> > > I know that metamod is a server side tool. Currently, i use a metamod
> > > plugin to dictate the gameplay of a specially built map. BUT, there
> > > are many things that i felt could have been done better at the client
> > > side.
> > > Example:
> > > For now, when a player steps onto a trigger, i would catch that event
> > > and use ClientCommand to force the triggering player to exec some
> > > funny stuff. Wouldn't it be great if theres a clientside plugin that
> > > actually waits for this event to happen and then does the appropiate
> > > actions, instead of waiting for the serverside plugin to catch the
> > > event and then send a whole bunch of network message just to force
> > > the client to execute something.
> > >
> > > My question, is such a client side metamod-like plugin possible?
> > >
> > >
> > >
> > > To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
> > >
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> > >
> > >
> >
> >
> >
> > To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#145 From: "starflare.geo" <starflare@...>
Date: Thu Aug 1, 2002 2:27 am
Subject: Re: ClientSide metamod
starflare.geo
Send Email Send Email
 
For all the discussion about the good and bad of cl_metamod, i think
its still a great idea. I wanted to add in maybe a client side plugin
that simulates "breathing", you know, like the new American Army game.
So i d/l the source and tough luck!... I code in MSVC and tried to
create the project files for the source...sure beats the crap outta
me...

Anyone had a MSVC project files for the cl_metamod source??? I
browsed the source, it seems "linux" in every aspect. But i ain't got
a linux box with me now!!!! ~help

starflare.geo


--- In metamod@y..., "Maximilian Marx" <evilhrdirector@w...> wrote:
> would still be the problem with client hooking and VAC.
> if cl_metamod would be approved by valve so it could bypass VAC
cheat
> developers would be able to bypass VAC the same way. if not, it
could be
> detected as cheat  (because it needed ocg loader or something that
way)
> ----- Original Message -----
> From: "jesse l. dailey" <jldailey@u...>
> To: <metamod@y...>
> Sent: Wednesday, July 31, 2002 7:02 PM
> Subject: Re: [metamod] ClientSide metamod
>
>
> >
> >
> > there was quite a bit of discussion about this when cl_metamod was
> > started.  at that time, OGC was extremely prevalent already, and
being
> > open source provided so much more to cheat developers that we
> > predicted that cl_metamod would be largely ignored by them, and
so far it
> > has been.
> >
> >   If you read around on the web pages you'll see that mostly the
kinds of
> > things that use it are more nifty than malicious, i.e. multi-
player
> > space-invaders while dead in CS, an ingame email client floating
> > around somewhere too.  All in all, cheats are already easy, its
legitimate
> > utilities that are hard.
> >
> > jesse.
> >
> > On Wed, 31 Jul 2002, Maximilian Marx wrote:
> >
> > > such a thing would make it really easy for cheat developers
> > > ----- Original Message -----
> > > From: "starflare.geo" <starflare@h...>
> > > To: <metamod@y...>
> > > Sent: Wednesday, July 31, 2002 5:54 AM
> > > Subject: [metamod] ClientSide metamod
> > >
> > >
> > > > I know that metamod is a server side tool. Currently, i use a
metamod
> > > > plugin to dictate the gameplay of a specially built map. BUT,
there
> > > > are many things that i felt could have been done better at
the client
> > > > side.
> > > > Example:
> > > > For now, when a player steps onto a trigger, i would catch
that event
> > > > and use ClientCommand to force the triggering player to exec
some
> > > > funny stuff. Wouldn't it be great if theres a clientside
plugin that
> > > > actually waits for this event to happen and then does the
appropiate
> > > > actions, instead of waiting for the serverside plugin to
catch the
> > > > event and then send a whole bunch of network message just to
force
> > > > the client to execute something.
> > > >
> > > > My question, is such a client side metamod-like plugin
possible?
> > > >
> > > >
> > > >
> > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > >
> > > >
> > > >
> > > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > > >
> > > >
> > >
> > >
> > >
> > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > >
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
> >
> >
> >
> > To unsubscribe, send an email to: metamod-unsubscribe@y...
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >

#146 From: "starflare.geo" <starflare@...>
Date: Thu Aug 1, 2002 3:24 am
Subject: Passive Stereo using metamod
starflare.geo
Send Email Send Email
 
I had tried playing CS in active stereo using a 3D glasses.
Fantastic!!! You would cower (by natural reflex) if someone waves his
knife right infront of you. This elevates the level of enjoyment and
realism tremedously.

I was thinking of doing a passive stereo for CS using metamod. For
passive stereo, i would need to render the same scene twice with each
rendered scene slightly augmented to the other. One scene is for your
left eye and the other for your right eye.

The question: Is is possible to use metamod to change the viewport or
bind two cameras to a player entity such that i get the 2 different
rendered view of the same scene??? Kinda like rendering the same
scene twice and putting them side by side on the screen. possible???
Anyone had played with the VGUI stuff before?? Botman told me that it
is possible to set the VGUI "ports" to get two rendered screen side
by side at half the fps.

Please help.

#147 From: "jesse l. dailey" <jldailey@...>
Date: Thu Aug 1, 2002 5:08 pm
Subject: Re: Re: ClientSide metamod
jldailey@...
Send Email Send Email
 
cl_metamod no longer works on secure servers...



On Thu, 1 Aug 2002, starflare.geo wrote:

> For all the discussion about the good and bad of cl_metamod, i think
> its still a great idea. I wanted to add in maybe a client side plugin
> that simulates "breathing", you know, like the new American Army game.
> So i d/l the source and tough luck!... I code in MSVC and tried to
> create the project files for the source...sure beats the crap outta
> me...
>
> Anyone had a MSVC project files for the cl_metamod source??? I
> browsed the source, it seems "linux" in every aspect. But i ain't got
> a linux box with me now!!!! ~help
>
> starflare.geo
>
>
> --- In metamod@y..., "Maximilian Marx" <evilhrdirector@w...> wrote:
> > would still be the problem with client hooking and VAC.
> > if cl_metamod would be approved by valve so it could bypass VAC
> cheat
> > developers would be able to bypass VAC the same way. if not, it
> could be
> > detected as cheat  (because it needed ocg loader or something that
> way)
> > ----- Original Message -----
> > From: "jesse l. dailey" <jldailey@u...>
> > To: <metamod@y...>
> > Sent: Wednesday, July 31, 2002 7:02 PM
> > Subject: Re: [metamod] ClientSide metamod
> >
> >
> > >
> > >
> > > there was quite a bit of discussion about this when cl_metamod was
> > > started.  at that time, OGC was extremely prevalent already, and
> being
> > > open source provided so much more to cheat developers that we
> > > predicted that cl_metamod would be largely ignored by them, and
> so far it
> > > has been.
> > >
> > >   If you read around on the web pages you'll see that mostly the
> kinds of
> > > things that use it are more nifty than malicious, i.e. multi-
> player
> > > space-invaders while dead in CS, an ingame email client floating
> > > around somewhere too.  All in all, cheats are already easy, its
> legitimate
> > > utilities that are hard.
> > >
> > > jesse.
> > >
> > > On Wed, 31 Jul 2002, Maximilian Marx wrote:
> > >
> > > > such a thing would make it really easy for cheat developers
> > > > ----- Original Message -----
> > > > From: "starflare.geo" <starflare@h...>
> > > > To: <metamod@y...>
> > > > Sent: Wednesday, July 31, 2002 5:54 AM
> > > > Subject: [metamod] ClientSide metamod
> > > >
> > > >
> > > > > I know that metamod is a server side tool. Currently, i use a
> metamod
> > > > > plugin to dictate the gameplay of a specially built map. BUT,
> there
> > > > > are many things that i felt could have been done better at
> the client
> > > > > side.
> > > > > Example:
> > > > > For now, when a player steps onto a trigger, i would catch
> that event
> > > > > and use ClientCommand to force the triggering player to exec
> some
> > > > > funny stuff. Wouldn't it be great if theres a clientside
> plugin that
> > > > > actually waits for this event to happen and then does the
> appropiate
> > > > > actions, instead of waiting for the serverside plugin to
> catch the
> > > > > event and then send a whole bunch of network message just to
> force
> > > > > the client to execute something.
> > > > >
> > > > > My question, is such a client side metamod-like plugin
> possible?
> > > > >
> > > > >
> > > > >
> > > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > > >
> > > > >
> > > > >
> > > > > Your use of Yahoo! Groups is subject to
> > http://docs.yahoo.com/info/terms/
> > > > >
> > > > >
> > > >
> > > >
> > > >
> > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > >
> > > >
> > > >
> > > > Your use of Yahoo! Groups is subject to
> > http://docs.yahoo.com/info/terms/
> > > >
> > > >
> > >
> > >
> > >
> > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > >
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#148 From: "starflare.geo" <starflare@...>
Date: Thu Aug 8, 2002 2:04 pm
Subject: Differing versions of metamod.
starflare.geo
Send Email Send Email
 
Hi, i had some problems that arises across differing versions of
metamod.

I had a metamod plugin that works perfectly fine with v1.12.3, then i
d/l v1.12.4, compiled it and use the .dll generated. Well, my plugin
still runs fine, but i notice that some function cease to work
properly. For example, in my plugin, i implemented the screen fade by
reimplementing the following functions in my plugin:
UTIL_ScreenFade
UTIL_ScreenFadeWrite
UTIL_ScreenFadeBuild
I get the ScreenFade msg id using the macro GET_USER_MSG_ID provided
in metamod.
The screen works perfectly in v1.12.3, but when i swap the .dll to
that of v1.12.4, it mysteriously stopped working. But no crash,
nothing. I tried some LOG_CONSOLE msg in these functions, but none
got printed out. Its like as if i had never coded these functions
before... I changed all the include dir and link to point to the
v1.12.4 and recompiled EVERYTHING, but it still does not work...

Did anyone encountered this problem before??? Whats the version
difference between v1.12.3 and v1.12.4.

P.S I had a similar problem with the metamod.dll that comes with
AdminMod. That time, the CENTER_SAY thingy does not work. But after i
d/l the source of v1.12.3 and recompiled the .dll, everything works
perfectly.

My system specs:
Window2000 Professional
AMD XP2100+
MSVC.NET

HELP!

#149 From: "starflare.geo" <starflare@...>
Date: Thu Aug 8, 2002 2:17 pm
Subject: Re: Differing versions of metamod.
starflare.geo
Send Email Send Email
 
Just to add, both DispatchUse and DispatchUse_Post do not seem to be
called at all when i "use" something in a CS map. All the other
Dispatch functions like DispatchTouch etc works perfectly fine.

What could be the problem???

#150 From: "starflare.geo" <starflare@...>
Date: Thu Aug 8, 2002 3:01 pm
Subject: Re: ClientSide metamod
starflare.geo
Send Email Send Email
 
hmm..
its fine for me even if it does not work on secure servers...
I need it to write plugins for some CS match we play within a LAN.
Does anyone have the project files in visual c++ ????
It would be a great help...

star.

--- In metamod@y..., "jesse l. dailey" <jldailey@u...> wrote:
>
> cl_metamod no longer works on secure servers...
>
>
>
> On Thu, 1 Aug 2002, starflare.geo wrote:
>
> > For all the discussion about the good and bad of cl_metamod, i
think
> > its still a great idea. I wanted to add in maybe a client side
plugin
> > that simulates "breathing", you know, like the new American Army
game.
> > So i d/l the source and tough luck!... I code in MSVC and tried
to
> > create the project files for the source...sure beats the crap
outta
> > me...
> >
> > Anyone had a MSVC project files for the cl_metamod source??? I
> > browsed the source, it seems "linux" in every aspect. But i ain't
got
> > a linux box with me now!!!! ~help
> >
> > starflare.geo
> >
> >
> > --- In metamod@y..., "Maximilian Marx" <evilhrdirector@w...>
wrote:
> > > would still be the problem with client hooking and VAC.
> > > if cl_metamod would be approved by valve so it could bypass VAC
> > cheat
> > > developers would be able to bypass VAC the same way. if not, it
> > could be
> > > detected as cheat  (because it needed ocg loader or something
that
> > way)
> > > ----- Original Message -----
> > > From: "jesse l. dailey" <jldailey@u...>
> > > To: <metamod@y...>
> > > Sent: Wednesday, July 31, 2002 7:02 PM
> > > Subject: Re: [metamod] ClientSide metamod
> > >
> > >
> > > >
> > > >
> > > > there was quite a bit of discussion about this when
cl_metamod was
> > > > started.  at that time, OGC was extremely prevalent already,
and
> > being
> > > > open source provided so much more to cheat developers that we
> > > > predicted that cl_metamod would be largely ignored by them,
and
> > so far it
> > > > has been.
> > > >
> > > >   If you read around on the web pages you'll see that mostly
the
> > kinds of
> > > > things that use it are more nifty than malicious, i.e. multi-
> > player
> > > > space-invaders while dead in CS, an ingame email client
floating
> > > > around somewhere too.  All in all, cheats are already easy,
its
> > legitimate
> > > > utilities that are hard.
> > > >
> > > > jesse.
> > > >
> > > > On Wed, 31 Jul 2002, Maximilian Marx wrote:
> > > >
> > > > > such a thing would make it really easy for cheat developers
> > > > > ----- Original Message -----
> > > > > From: "starflare.geo" <starflare@h...>
> > > > > To: <metamod@y...>
> > > > > Sent: Wednesday, July 31, 2002 5:54 AM
> > > > > Subject: [metamod] ClientSide metamod
> > > > >
> > > > >
> > > > > > I know that metamod is a server side tool. Currently, i
use a
> > metamod
> > > > > > plugin to dictate the gameplay of a specially built map.
BUT,
> > there
> > > > > > are many things that i felt could have been done better
at
> > the client
> > > > > > side.
> > > > > > Example:
> > > > > > For now, when a player steps onto a trigger, i would
catch
> > that event
> > > > > > and use ClientCommand to force the triggering player to
exec
> > some
> > > > > > funny stuff. Wouldn't it be great if theres a clientside
> > plugin that
> > > > > > actually waits for this event to happen and then does the
> > appropiate
> > > > > > actions, instead of waiting for the serverside plugin to
> > catch the
> > > > > > event and then send a whole bunch of network message just
to
> > force
> > > > > > the client to execute something.
> > > > > >
> > > > > > My question, is such a client side metamod-like plugin
> > possible?
> > > > > >
> > > > > >
> > > > > >
> > > > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > > > >
> > > > > >
> > > > > >
> > > > > > Your use of Yahoo! Groups is subject to
> > > http://docs.yahoo.com/info/terms/
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > >
> > > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > > >
> > > > >
> > > > >
> > > > > Your use of Yahoo! Groups is subject to
> > > http://docs.yahoo.com/info/terms/
> > > > >
> > > > >
> > > >
> > > >
> > > >
> > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > >
> > > >
> > > >
> > > > Your use of Yahoo! Groups is subject to
> > http://docs.yahoo.com/info/terms/
> > > >
> > > >
> >
> >
> >
> > To unsubscribe, send an email to: metamod-unsubscribe@y...
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >

#151 From: "Maximilian Marx" <evilhrdirector@...>
Date: Thu Aug 8, 2002 7:20 pm
Subject: Re: Re: ClientSide metamod
evilhrdirector@...
Send Email Send Email
 
it wont work for any mod using VAC
----- Original Message -----
From: "starflare.geo" <starflare@...>
To: <metamod@yahoogroups.com>
Sent: Thursday, August 08, 2002 4:01 PM
Subject: [metamod] Re: ClientSide metamod


> hmm..
> its fine for me even if it does not work on secure servers...
> I need it to write plugins for some CS match we play within a LAN.
> Does anyone have the project files in visual c++ ????
> It would be a great help...
>
> star.
>
> --- In metamod@y..., "jesse l. dailey" <jldailey@u...> wrote:
> >
> > cl_metamod no longer works on secure servers...
> >
> >
> >
> > On Thu, 1 Aug 2002, starflare.geo wrote:
> >
> > > For all the discussion about the good and bad of cl_metamod, i
> think
> > > its still a great idea. I wanted to add in maybe a client side
> plugin
> > > that simulates "breathing", you know, like the new American Army
> game.
> > > So i d/l the source and tough luck!... I code in MSVC and tried
> to
> > > create the project files for the source...sure beats the crap
> outta
> > > me...
> > >
> > > Anyone had a MSVC project files for the cl_metamod source??? I
> > > browsed the source, it seems "linux" in every aspect. But i ain't
> got
> > > a linux box with me now!!!! ~help
> > >
> > > starflare.geo
> > >
> > >
> > > --- In metamod@y..., "Maximilian Marx" <evilhrdirector@w...>
> wrote:
> > > > would still be the problem with client hooking and VAC.
> > > > if cl_metamod would be approved by valve so it could bypass VAC
> > > cheat
> > > > developers would be able to bypass VAC the same way. if not, it
> > > could be
> > > > detected as cheat  (because it needed ocg loader or something
> that
> > > way)
> > > > ----- Original Message -----
> > > > From: "jesse l. dailey" <jldailey@u...>
> > > > To: <metamod@y...>
> > > > Sent: Wednesday, July 31, 2002 7:02 PM
> > > > Subject: Re: [metamod] ClientSide metamod
> > > >
> > > >
> > > > >
> > > > >
> > > > > there was quite a bit of discussion about this when
> cl_metamod was
> > > > > started.  at that time, OGC was extremely prevalent already,
> and
> > > being
> > > > > open source provided so much more to cheat developers that we
> > > > > predicted that cl_metamod would be largely ignored by them,
> and
> > > so far it
> > > > > has been.
> > > > >
> > > > >   If you read around on the web pages you'll see that mostly
> the
> > > kinds of
> > > > > things that use it are more nifty than malicious, i.e. multi-
> > > player
> > > > > space-invaders while dead in CS, an ingame email client
> floating
> > > > > around somewhere too.  All in all, cheats are already easy,
> its
> > > legitimate
> > > > > utilities that are hard.
> > > > >
> > > > > jesse.
> > > > >
> > > > > On Wed, 31 Jul 2002, Maximilian Marx wrote:
> > > > >
> > > > > > such a thing would make it really easy for cheat developers
> > > > > > ----- Original Message -----
> > > > > > From: "starflare.geo" <starflare@h...>
> > > > > > To: <metamod@y...>
> > > > > > Sent: Wednesday, July 31, 2002 5:54 AM
> > > > > > Subject: [metamod] ClientSide metamod
> > > > > >
> > > > > >
> > > > > > > I know that metamod is a server side tool. Currently, i
> use a
> > > metamod
> > > > > > > plugin to dictate the gameplay of a specially built map.
> BUT,
> > > there
> > > > > > > are many things that i felt could have been done better
> at
> > > the client
> > > > > > > side.
> > > > > > > Example:
> > > > > > > For now, when a player steps onto a trigger, i would
> catch
> > > that event
> > > > > > > and use ClientCommand to force the triggering player to
> exec
> > > some
> > > > > > > funny stuff. Wouldn't it be great if theres a clientside
> > > plugin that
> > > > > > > actually waits for this event to happen and then does the
> > > appropiate
> > > > > > > actions, instead of waiting for the serverside plugin to
> > > catch the
> > > > > > > event and then send a whole bunch of network message just
> to
> > > force
> > > > > > > the client to execute something.
> > > > > > >
> > > > > > > My question, is such a client side metamod-like plugin
> > > possible?
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > Your use of Yahoo! Groups is subject to
> > > > http://docs.yahoo.com/info/terms/
> > > > > > >
> > > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > > > >
> > > > > >
> > > > > >
> > > > > > Your use of Yahoo! Groups is subject to
> > > > http://docs.yahoo.com/info/terms/
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > >
> > > > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > > > >
> > > > >
> > > > >
> > > > > Your use of Yahoo! Groups is subject to
> > > http://docs.yahoo.com/info/terms/
> > > > >
> > > > >
> > >
> > >
> > >
> > > To unsubscribe, send an email to: metamod-unsubscribe@y...
> > >
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#152 From: "Doc Holiday" <docholiday@...>
Date: Fri Aug 9, 2002 3:18 am
Subject: Problems with DOD 3.1
docholiday@...
Send Email Send Email
 
I have been talking to a few other server admins who have upgraded to DOD
3.1 yesterday.  They are experiencing the same problems I am.  Plugins are
not working properly, if at all and map voting is crashing servers.  Has
anyone else experienced problems with metamod dependent plugins such as any
AdminMod plugin? Just curious...
Doc

#153 From: Will Day <willday@...>
Date: Fri Aug 9, 2002 5:08 am
Subject: Re: Problems with DOD 3.1
wdmetamod
Send Email Send Email
 
A short time ago, at a computer terminal far, far away, Doc Holiday wrote:
>I have been talking to a few other server admins who have upgraded to DOD
>3.1 yesterday.  They are experiencing the same problems I am.  Plugins are
>not working properly, if at all and map voting is crashing servers.  Has
>anyone else experienced problems with metamod dependent plugins such as any
>AdminMod plugin? Just curious...

Note that Metamod (as of 1.12.4) does not claim to support DOD 3.1; see:
    http://metamod.org/gamesupport.html

It lists only DOD 3.0, as that is the latest version for which I have
entity lists.  If any new entities were added or renamed in 3.1, then that
could easily cause things to break; see also:
    http://metamod.org/gamesupport.html#requirements

If indeed that's the case (new entities in DOD 3.1), then I'll need to know
what they are, so I can add them to Metamod.  Ideally, the mod authors
should send those to me prior to mod release, so there's no delay in
supporting the new version of the mod.  As of yet, I have received no
information about any new entities in DOD 3.1.

--
Will Day                  Those who would give up essential Liberty, to
willday@...       purchase a little temporary Safety, deserve neither
UNIX System Programmer    Liberty nor Safety.
Atlanta, GA                 - Benjamin Franklin, Penn. Assembly, Nov. 11, 1755

#154 From: "Doc Holiday" <docholiday@...>
Date: Fri Aug 9, 2002 5:28 am
Subject: RE: Re: Problems with DOD 3.1
docholiday@...
Send Email Send Email
 
Heh heh, nah Will I understand the process.  I was just wondering if anyone
else was experiencing the same thing as well.  You do a great job and we all
(well most) know that you can't do jack without information from the author.
Since this was an issue affecting all plugins across the board that I use
and nothing else, and knowing how AdminMod and MetaMod and the actual game
Mod work together. I thought this would be the proper forum to ask if anyone
else was experiencing these same issues.  At least you are aware of it.
Thanks for the feedback.

-----Original Message-----
From: Will Day [mailto:willday@...]
Sent: Friday, August 09, 2002 1:09 AM
To: metamod@yahoogroups.com
Subject: [metamod] Re: Problems with DOD 3.1


A short time ago, at a computer terminal far, far away, Doc Holiday wrote:
>I have been talking to a few other server admins who have upgraded to DOD
>3.1 yesterday.  They are experiencing the same problems I am.  Plugins are
>not working properly, if at all and map voting is crashing servers.  Has
>anyone else experienced problems with metamod dependent plugins such as any
>AdminMod plugin? Just curious...

Note that Metamod (as of 1.12.4) does not claim to support DOD 3.1; see:
    http://metamod.org/gamesupport.html

It lists only DOD 3.0, as that is the latest version for which I have
entity lists.  If any new entities were added or renamed in 3.1, then that
could easily cause things to break; see also:
    http://metamod.org/gamesupport.html#requirements

If indeed that's the case (new entities in DOD 3.1), then I'll need to know
what they are, so I can add them to Metamod.  Ideally, the mod authors
should send those to me prior to mod release, so there's no delay in
supporting the new version of the mod.  As of yet, I have received no
information about any new entities in DOD 3.1.

--
Will Day                  Those who would give up essential Liberty, to
willday@...       purchase a little temporary Safety, deserve
neither
UNIX System Programmer    Liberty nor Safety.
Atlanta, GA                 - Benjamin Franklin, Penn. Assembly, Nov. 11,
1755

#155 From: "gbs05" <gbs05@...>
Date: Fri Aug 9, 2002 5:43 am
Subject: winamp/0gc/vac
gbs05@...
Send Email Send Email
 
ok im sooo srry this isnt the place to ask but no one else answers i figured one of you might know...i heard ogc had a winamp thing...so i dl/ed one that said it was a winamp standalone (just removed cvars) if i used that would vac catch it...im not a hacker...just som1 that wants to control winamp while playin hl without havin to exit then loose hl sound (i know i could join through console then just exit but it just takes to long) if ne1 can help that would be gr8...thx

#156 From: Will Day <willday@...>
Date: Fri Aug 9, 2002 6:25 am
Subject: Re: Problems with DOD 3.1
wdmetamod
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A short time ago, at a computer terminal far, far away, Doc Holiday wrote:
>Heh heh, nah Will I understand the process.  I was just wondering if anyone
>else was experiencing the same thing as well.  You do a great job and we all
>(well most) know that you can't do jack without information from the author.
>Since this was an issue affecting all plugins across the board that I use
>and nothing else, and knowing how AdminMod and MetaMod and the actual game
>Mod work together. I thought this would be the proper forum to ask if anyone
>else was experiencing these same issues.  At least you are aware of it.
>Thanks for the feedback.

There was one person on hlds-linux reporting an issue with DOD 3.1 under
Metamod, but it wasn't clear if it was a general problem, or just him; the
couple of replies didn't confirm a reproducible error.

--
Will Day                  Those who would give up essential Liberty, to
willday@...       purchase a little temporary Safety, deserve neither
UNIX System Programmer    Liberty nor Safety.
Atlanta, GA                 - Benjamin Franklin, Penn. Assembly, Nov. 11, 1755

#157 From: Florian Zschocke <zschocke@...>
Date: Fri Aug 9, 2002 8:14 am
Subject: Re: winamp/0gc/vac
zschocke@...
Send Email Send Email
 
> gbs05 wrote:
>
> ok im sooo srry this isnt the place to ask but no one else
> answers i figured one of you might know...i heard ogc had a
> winamp thing...so i dl/ed one that said it was a winamp
> standalone (just removed cvars) if i used that would vac catch
> it...

Yes, if it is an ogc version I guess that VAC would still catch
it.

Florian.

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