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  • Members: 384
  • Category: Game Programming
  • Founded: Mar 31, 2001
  • Language: English
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#678 From: "benzino_86" <seitz_ben@...>
Date: Wed Jun 14, 2006 10:12 pm
Subject: Log Error when Starting Listen Server
benzino_86
Send Email Send Email
 
I just installed Admin Mod 2.50.60 on my computer to work with Counter
Strike on Steam.
I poured through the help file, configuring stuff and setting it up
correctly.
When I try to set up a listen server over Steam, it just quits and
goes back to Windows.
I configured the listen server file as directed, so I don't think that
is the problem.
I found the error log and this is what it said:

"Error:Failed to load dialog file Resource/UI/ClassMenu.res


Function trace:
CFileSystem_Steam::Mount()"

Any ideas as to what this is?
Also, I wish I knew about this kinda stuff years ago.  The Admin mod
is sweet and I'm glad to have found it finally.  Thankfully, this
Yahoo! group is available for help.  Thanks!
--benzino_86

#679 From: "Florian Zschocke" <zschocke@...>
Date: Thu Jun 15, 2006 7:20 am
Subject: Re: Log Error when Starting Listen Server
zschocke@...
Send Email Send Email
 
On 6/15/06, benzino_86 <seitz_ben@...> wrote:

> "Error:Failed to load dialog file Resource/UI/ClassMenu.res
>
>
> Function trace:
> CFileSystem_Steam::Mount()"

This error pretty much has nothing to do with Metamod or Admin Mod.
Always make sure first that the server starts /without/ Metamod/Admin
Mod installed.

Florian

#680 From: "small_but_wow" <small_but_wow@...>
Date: Fri Jan 12, 2007 1:11 am
Subject: Can you update the pluginlist, plz?
small_but_wow
Send Email Send Email
 
Not all links there are working. :/
And you dont know for which mod the plugins are. You see source or not
and on some plugins like that in descreption: A TFC mod... Does that
mean, if there isnt a mod, that it works for all? On some plugins there
is source, win32, linux not aviable, for what is that then? O.o Do
anyone know a good plugin side with plugins like the things on
SillyZone for CSS?

Thx for help.

#681 From: "mcfattyjr" <mcfattyjr@...>
Date: Sun Feb 11, 2007 6:14 pm
Subject: Metamod Coding.
mcfattyjr
Send Email Send Email
 
Is there any large documentation on coding for metamod?  Iv read a few
things here and there, but not anything that points to anything directly.

#682 From: Florian Zschocke MRH <zschocke@...>
Date: Sun Feb 18, 2007 9:47 am
Subject: Re: Metamod Coding.
zschocke@...
Send Email Send Email
 
mcfattyjr wrote:
>
>
> Is there any large documentation on coding for metamod? Iv read a few
> things here and there, but not anything that points to anything directly.

Large documentation, no. Not that I know of. AFAIK you will have
to do with http://metamod.org/coding.html and then gather the rest
from examples. There are plenty of Metamod plugins around whose
source coude you can peruse fro more insight. Also Metamod comes
with a stub plugin to start off from.

Regards,
Florian Zschocke

#683 From: "altpluzf4" <altpluzf4@...>
Date: Sun Mar 18, 2007 6:19 pm
Subject: Memory Searching / Editing
altpluzf4
Send Email Send Email
 
Hello. I'm new to this group (or any group actually.)

Does anyone have any idea how I could use a metamod plugin to 'search'
and/or 'alter' memory in Half-Life?

I used to have a plugin that did this (or something similar) to 'lock'
the ammo count in the current clip of whatever gun you were using. The
result being infinite ammo without needing to reload.

It's been several years, and I just keep drawing blanks when trying to
recall how it was done. The original code (for the altering of the
ammo) was given to me by someone, and I have no way of contacting them
now.

Thanks for any help or suggestions!

#684 From: David Anderson <player220101@...>
Date: Sun Mar 18, 2007 8:02 pm
Subject: Re: Memory Searching / Editing
player220101
Send Email Send Email
 
You don't need memory hacks to do this.  You can just
restore ammo values when you've detected low/depleted
clips in the CurWeapon network message.

Assuming it's Counter-Strike you're dealing with, of
course.  If that's the case, you may want to take a
look at the AMX Mod X code for hacking common
Counter-Strike properties:

http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/cstrike/cstrike/?root=amxmodx

    ---David "BAILOPAN" Anderson
    http://www.amxmodx.org/

--- altpluzf4 <altpluzf4@...> wrote:

> Hello. I'm new to this group (or any group
> actually.)
>
> Does anyone have any idea how I could use a metamod
> plugin to 'search'
> and/or 'alter' memory in Half-Life?
>
> I used to have a plugin that did this (or something
> similar) to 'lock'
> the ammo count in the current clip of whatever gun
> you were using. The
> result being infinite ammo without needing to
> reload.
>
> It's been several years, and I just keep drawing
> blanks when trying to
> recall how it was done. The original code (for the
> altering of the
> ammo) was given to me by someone, and I have no way
> of contacting them
> now.
>
> Thanks for any help or suggestions!
>
>






________________________________________________________________________________\
____
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with the Yahoo! Search weather shortcut.
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#685 From: "altpluzf4" <altpluzf4@...>
Date: Thu Mar 22, 2007 10:18 pm
Subject: Re: Memory Searching / Editing
altpluzf4
Send Email Send Email
 
No not counterstrike, TFC. But, I'm not really looking to use it for
the ammo of a weapon. I'm just wanting the general knowledge for other
things.

Thanks though, but I'm actually looking for the Memory editing
information...

--- In metamod@yahoogroups.com, David Anderson <player220101@...> wrote:
>
> You don't need memory hacks to do this.  You can just
> restore ammo values when you've detected low/depleted
> clips in the CurWeapon network message.
>
> Assuming it's Counter-Strike you're dealing with, of
> course.  If that's the case, you may want to take a
> look at the AMX Mod X code for hacking common
> Counter-Strike properties:
>
>
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/cstrike/cstrike/?root=amxmodx
>
>    ---David "BAILOPAN" Anderson
>    http://www.amxmodx.org/
>
> --- altpluzf4 <altpluzf4@...> wrote:
>
> > Hello. I'm new to this group (or any group
> > actually.)
> >
> > Does anyone have any idea how I could use a metamod
> > plugin to 'search'
> > and/or 'alter' memory in Half-Life?
> >
> > I used to have a plugin that did this (or something
> > similar) to 'lock'
> > the ammo count in the current clip of whatever gun
> > you were using. The
> > result being infinite ammo without needing to
> > reload.
> >
> > It's been several years, and I just keep drawing
> > blanks when trying to
> > recall how it was done. The original code (for the
> > altering of the
> > ammo) was given to me by someone, and I have no way
> > of contacting them
> > now.
> >
> > Thanks for any help or suggestions!
> >
> >
>
>
>
>
>
>
>
________________________________________________________________________________\
____
> Don't get soaked.  Take a quick peek at the forecast
> with the Yahoo! Search weather shortcut.
> http://tools.search.yahoo.com/shortcuts/#loc_weather
>

#686 From: "dsmanoa" <dsmanoa@...>
Date: Thu Mar 22, 2007 11:20 pm
Subject: Plz Help Im Noob
dsmanoa
Send Email Send Email
 
I dont Understand how i can install this to half life
i want to use metamod so i can run entmod on online half life servers
speicfically my server

#687 From: David Anderson <player220101@...>
Date: Fri Mar 23, 2007 2:10 am
Subject: Re: Re: Memory Searching / Editing
player220101
Send Email Send Email
 
TFC has a CurWeapon message and we've got a bunch of
TFC helpers (including ammo functions) for AMX Mod X.
So my same message as before still applies.

Source:
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/tfcx/?root=amxmodx

If you really want to go into memory hacks, it
unfortunately goes beyond the scope of normal
Metamod/HL1 API coding.  However, I can tell you a few
things you'll need:
* learn x86 assembly
* read about mprotect() / VirtualProtect()
* get a cross-platform disassembler, such as IDA.  If
you just want quick disassemblies you can use
'objdump' on linux.

Once you've got that, you can start looking for the
TFC function that depletes a player's ammo, and
patches it out.  The HL1SDK will help you find this
easily.

    ---David "BAILOPAN" Anderson
    http://www.amxmodx.org/

--- altpluzf4 <altpluzf4@...> wrote:

> No not counterstrike, TFC. But, I'm not really
> looking to use it for
> the ammo of a weapon. I'm just wanting the general
> knowledge for other
> things.
>
> Thanks though, but I'm actually looking for the
> Memory editing
> information...
>
> --- In metamod@yahoogroups.com, David Anderson
> <player220101@...> wrote:
> >
> > You don't need memory hacks to do this.  You can
> just
> > restore ammo values when you've detected
> low/depleted
> > clips in the CurWeapon network message.
> >
> > Assuming it's Counter-Strike you're dealing with,
> of
> > course.  If that's the case, you may want to take
> a
> > look at the AMX Mod X code for hacking common
> > Counter-Strike properties:
> >
> >
>
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/cstrike/cstrike/?root=amxmodx
> >
> >    ---David "BAILOPAN" Anderson
> >    http://www.amxmodx.org/
> >
> > --- altpluzf4 <altpluzf4@...> wrote:
> >
> > > Hello. I'm new to this group (or any group
> > > actually.)
> > >
> > > Does anyone have any idea how I could use a
> metamod
> > > plugin to 'search'
> > > and/or 'alter' memory in Half-Life?
> > >
> > > I used to have a plugin that did this (or
> something
> > > similar) to 'lock'
> > > the ammo count in the current clip of whatever
> gun
> > > you were using. The
> > > result being infinite ammo without needing to
> > > reload.
> > >
> > > It's been several years, and I just keep drawing
> > > blanks when trying to
> > > recall how it was done. The original code (for
> the
> > > altering of the
> > > ammo) was given to me by someone, and I have no
> way
> > > of contacting them
> > > now.
> > >
> > > Thanks for any help or suggestions!
> > >
> > >
> >
> >
> >
> >
> >
> >
> >
>
________________________________________________________________________________\
____
> > Don't get soaked.  Take a quick peek at the
> forecast
> > with the Yahoo! Search weather shortcut.
> >
> http://tools.search.yahoo.com/shortcuts/#loc_weather
> >
>
>
>




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#688 From: "altpluzf4" <altpluzf4@...>
Date: Fri Mar 23, 2007 2:25 am
Subject: Re: Memory Searching / Editing
altpluzf4
Send Email Send Email
 
Thank you for your time.

I've learned basic assembly (via a 'cracking' tutorial *for
educational purposes*)

I'll look around and test some things and see what I come up with.

Thank you for the information.

Also, a while ago, I tried using something like, a for loop, checking
something like

if (*((int*)pEntity->pvPrivateData + i) == 6)
and set it to a clientcommand of "test"
Of course, that didn't help at all.... it just always said when i was
554, it was equal to 6

Apparently I'm not really understanding what pvPrivateData is. If you
have any information on this value, could you please explain.
Honestly, I've never learned any programming... I just saw metamod one
day, and got interested. So I downloaded simple sources like
ChickenMod, that I could easily read and understand, and I taught
myself the basics.

So, Thanks again for your help!

--- In metamod@yahoogroups.com, David Anderson <player220101@...> wrote:
>
> TFC has a CurWeapon message and we've got a bunch of
> TFC helpers (including ammo functions) for AMX Mod X.
> So my same message as before still applies.
>
> Source:
> http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/tfcx/?root=amxmodx
>
> If you really want to go into memory hacks, it
> unfortunately goes beyond the scope of normal
> Metamod/HL1 API coding.  However, I can tell you a few
> things you'll need:
> * learn x86 assembly
> * read about mprotect() / VirtualProtect()
> * get a cross-platform disassembler, such as IDA.  If
> you just want quick disassemblies you can use
> 'objdump' on linux.
>
> Once you've got that, you can start looking for the
> TFC function that depletes a player's ammo, and
> patches it out.  The HL1SDK will help you find this
> easily.
>
>    ---David "BAILOPAN" Anderson
>    http://www.amxmodx.org/
>

#689 From: David Anderson <player220101@...>
Date: Fri Mar 23, 2007 6:26 am
Subject: Re: Re: Memory Searching / Editing
player220101
Send Email Send Email
 
pvPrivateData is a void * pointer to the CBaseEntity
structure in the HL1SDK.  This structure is mod
specific, but you can get an idea of the information
in it by reading dlls/cbase.h

Note that doing this:
   (int *)ptr + offs

Is a bad idea.  The reason is that the compiler will
multiply your offset by sizeof(int).  This results in
DWORD addressing.  If information you want is at an
unaligned offset, you won't be able to access it
nicely.

This is a common mistake in a lot of HL1 code.  If you
see someone doing:
*(int *)ptr + OFFS
It should be:
*(int *)((char *)ptr + OFFS)

(Of course, when converting a dword offset to a byte
offset, you must multiply by four.)

Anyway, the best idea for analyizing pvPrivateData is
to dump roughly 2-3K bytes of memory where
pvPrivateData is, byte by byte.  For example:

unsigned char *ptr = (unsigned char
*)ent->pvPrivateData;
for (size_t i=0; i<=125; i++)
{
    for (size_t j=0; j<16; j++,ptr++)
        printf("%02X-", *(unsigned char *)ptr);
    printf("\n");
}

Then analyze the data by hand.  Of course you could
spruce this up to be a lot nicer but it's just an
example.

    ---David "BAILOPAN" Anderson
    http://www.amxmodx.org/

--- altpluzf4 <altpluzf4@...> wrote:

> Thank you for your time.
>
> I've learned basic assembly (via a 'cracking'
> tutorial *for
> educational purposes*)
>
> I'll look around and test some things and see what I
> come up with.
>
> Thank you for the information.
>
> Also, a while ago, I tried using something like, a
> for loop, checking
> something like
>
> if (*((int*)pEntity->pvPrivateData + i) == 6)
> and set it to a clientcommand of "test"
> Of course, that didn't help at all.... it just
> always said when i was
> 554, it was equal to 6
>
> Apparently I'm not really understanding what
> pvPrivateData is. If you
> have any information on this value, could you please
> explain.
> Honestly, I've never learned any programming... I
> just saw metamod one
> day, and got interested. So I downloaded simple
> sources like
> ChickenMod, that I could easily read and understand,
> and I taught
> myself the basics.
>
> So, Thanks again for your help!
>
> --- In metamod@yahoogroups.com, David Anderson
> <player220101@...> wrote:
> >
> > TFC has a CurWeapon message and we've got a bunch
> of
> > TFC helpers (including ammo functions) for AMX Mod
> X.
> > So my same message as before still applies.
> >
> > Source:
> >
>
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/tfcx/?root=amxmodx
> >
> > If you really want to go into memory hacks, it
> > unfortunately goes beyond the scope of normal
> > Metamod/HL1 API coding.  However, I can tell you a
> few
> > things you'll need:
> > * learn x86 assembly
> > * read about mprotect() / VirtualProtect()
> > * get a cross-platform disassembler, such as IDA.
> If
> > you just want quick disassemblies you can use
> > 'objdump' on linux.
> >
> > Once you've got that, you can start looking for
> the
> > TFC function that depletes a player's ammo, and
> > patches it out.  The HL1SDK will help you find
> this
> > easily.
> >
> >    ---David "BAILOPAN" Anderson
> >    http://www.amxmodx.org/
> >
>
>
>




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#690 From: "altpluzf4" <altpluzf4@...>
Date: Fri Mar 30, 2007 5:09 am
Subject: JGHG Trace
altpluzf4
Send Email Send Email
 
I used to have the JGHG Trace plugin, but it's been a while and I no
longer have it. The link on the metamod plugin page leads to a dead
end. If anyone has it, and can share, I would be very thankful!

#691 From: "sourceforager" <sourceforager@...>
Date: Sat Apr 14, 2007 6:54 am
Subject: Hard coded paths - Metamod-P 1.19p31
sourceforager
Send Email Send Email
 
I'm running the latest version of Metamod-P:
meta version
Metamod v1.19p31 2007/04/05 (5:13)
by Will Day
http://www.metamod.org/
Patch: Metamod-P (mm-p) v31
by Jussi Kivilinna
http://metamod-p.sourceforge.net/
compiled: Apr 5 2007, 11:07:06 EET (optimized)


I have my liblist.gam file setup as:
]# grep gamedll /hlds/tfc/liblist.gam
gamedll "dlls\tfc.dll"
//gamedll_linux "dlls/tfc_i386.so"
gamedll_linux "addons/Metamod-P/dlls/metamod_i386.so"
]#


I have my directory structure as:
]# ls -alh /hlds/tfc/addons/ | grep -i meta
lrwxrwxrwx 1 root root 9 Apr 2 23:33 metamod -> Metamod-P
lrwxrwxrwx 1 root root 9 Apr 2 23:33 Metamod -> Metamod-P
lrwxrwxrwx 1 root root 9 Apr 2 23:43 MetaMod -> Metamod-P
lrwxrwxrwx 1 root root 17 Apr 14 16:20 Metamod-P -> Metamod-Pv1.19p31
drwxr-x--- 3 root root 4.0K Apr 5 00:44 Metamod-Pv1.19p28
drwxr-x--- 3 root root 4.0K Apr 14 16:19 Metamod-Pv1.19p31
]#


When I check the config:
meta config
Config options from localinfo:
debuglevel 0

gamedll

plugins_file /hlds/tfc/addons/Metamod-Pv1.19p31/plugins.ini

exec_cfg addons/metamod/exec.cfg

autodetect true

clientmeta true



it can be clearly seen that "exec_cfg" is hard coded. Can you please
make it so that it isn't hardcoded? I had to setup symlinks because of
this hardcoded lowercase metamod. The "plugins_file" is correctly
finding itself in the filesystem even with symlinks as it should :)

#692 From: David Anderson <player220101@...>
Date: Sun Apr 15, 2007 4:37 am
Subject: Re: Hard coded paths - Metamod-P 1.19p31
player220101
Send Email Send Email
 
It's not hardcoded.  Read the section about
config.ini:

http://metamod.org/metamod.html

    ---David "BAILOPAN" Anderson
    http://www.bailopan.net/

--- sourceforager <sourceforager@...> wrote:

> I'm running the latest version of Metamod-P:
> meta version
> Metamod v1.19p31 2007/04/05 (5:13)
> by Will Day
> http://www.metamod.org/
> Patch: Metamod-P (mm-p) v31
> by Jussi Kivilinna
> http://metamod-p.sourceforge.net/
> compiled: Apr 5 2007, 11:07:06 EET (optimized)
>
>
> I have my liblist.gam file setup as:
> ]# grep gamedll /hlds/tfc/liblist.gam
> gamedll "dlls\tfc.dll"
> //gamedll_linux "dlls/tfc_i386.so"
> gamedll_linux
> "addons/Metamod-P/dlls/metamod_i386.so"
> ]#
>
>
> I have my directory structure as:
> ]# ls -alh /hlds/tfc/addons/ | grep -i meta
> lrwxrwxrwx 1 root root 9 Apr 2 23:33 metamod ->
> Metamod-P
> lrwxrwxrwx 1 root root 9 Apr 2 23:33 Metamod ->
> Metamod-P
> lrwxrwxrwx 1 root root 9 Apr 2 23:43 MetaMod ->
> Metamod-P
> lrwxrwxrwx 1 root root 17 Apr 14 16:20 Metamod-P ->
> Metamod-Pv1.19p31
> drwxr-x--- 3 root root 4.0K Apr 5 00:44
> Metamod-Pv1.19p28
> drwxr-x--- 3 root root 4.0K Apr 14 16:19
> Metamod-Pv1.19p31
> ]#
>
>
> When I check the config:
> meta config
> Config options from localinfo:
> debuglevel 0
>
> gamedll
>
> plugins_file
> /hlds/tfc/addons/Metamod-Pv1.19p31/plugins.ini
>
> exec_cfg addons/metamod/exec.cfg
>
> autodetect true
>
> clientmeta true
>
>
>
> it can be clearly seen that "exec_cfg" is hard
> coded. Can you please
> make it so that it isn't hardcoded? I had to setup
> symlinks because of
> this hardcoded lowercase metamod. The "plugins_file"
> is correctly
> finding itself in the filesystem even with symlinks
> as it should :)
>
>


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#693 From: "sourceforager" <sourceforager@...>
Date: Wed Apr 25, 2007 11:19 am
Subject: Re: Hard coded paths - Metamod-P 1.19p31
sourceforager
Send Email Send Email
 
Please refer to this thread:
http://sourceforge.net/forum/forum.php?thread_id=1714977&forum_id=459109

I'm starting my server using:
[root@wilber /hlds]# ./hlds_run -game tfc -steamerr +ip
220.233.224.217 +port 27015 +maxplayers 12 +sv_lan 0 +sv_region 5

/hlds/tfc/liblist.gam:
gamedll_linux "addons/Metamodv1.19/dlls/metamod_i386.so"


Can you just work out where you are in the filesystem and then just
look for /hlds/tfc/addons/Metamodv1.19/plugins.ini
rather than looking for just addons/metamod/plugins.ini ??

Regards,
sourceforager




--- In metamod@yahoogroups.com, David Anderson <player220101@...> wrote:
>
> It's not hardcoded.  Read the section about
> config.ini:
>
> http://metamod.org/metamod.html
>
>    ---David "BAILOPAN" Anderson
>    http://www.bailopan.net/
>

#694 From: David Anderson <player220101@...>
Date: Wed Apr 25, 2007 1:13 pm
Subject: Re: Re: Hard coded paths - Metamod-P 1.19p31
player220101
Send Email Send Email
 
Metamod is "production/stable" and I don't think we're
really looking to update it unless a serious issue
comes up or an API call is needed by a plugin.  The
functionality you want already exists via the config
file portion Jussi and I both linked you to.

However, the display bug is valid and I can fix that
in CVS (Jussi could on his end, too).  But neither of
us would re-release for that so you'd be on your own
for making builds.

    ---David "BAILOPAN" Anderson
    http://www.bailopan.net/

--- sourceforager <sourceforager@...> wrote:

> Please refer to this thread:
>
http://sourceforge.net/forum/forum.php?thread_id=1714977&forum_id=459109
>
> I'm starting my server using:
> [root@wilber /hlds]# ./hlds_run -game tfc -steamerr
> +ip
> 220.233.224.217 +port 27015 +maxplayers 12 +sv_lan 0
> +sv_region 5
>
> /hlds/tfc/liblist.gam:
> gamedll_linux
> "addons/Metamodv1.19/dlls/metamod_i386.so"
>
>
> Can you just work out where you are in the
> filesystem and then just
> look for /hlds/tfc/addons/Metamodv1.19/plugins.ini
> rather than looking for just
> addons/metamod/plugins.ini ??
>
> Regards,
> sourceforager
>
>
>
>
> --- In metamod@yahoogroups.com, David Anderson
> <player220101@...> wrote:
> >
> > It's not hardcoded.  Read the section about
> > config.ini:
> >
> > http://metamod.org/metamod.html
> >
> >    ---David "BAILOPAN" Anderson
> >    http://www.bailopan.net/
> >
>
>
>


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#695 From: Georgi Hristozov <georgi@...>
Date: Tue Jul 24, 2007 2:29 pm
Subject: Segmentation fault
georgi@...
Send Email Send Email
 
Hello,

I'm using Metamod on a Slackware box with 2.6.22.1. I followed the
instructions to install hlds and after that I added:

gamedll_linux "addons/metamod/dlls/metamod_i386.so"

to liblist.gam. When I try to start a server with:

gh@Byron:~/hlds$ screen -A -m -d -S hlds ./hlds_run -game cstrike +ip
0.0.0.0 +port 27016 -nomaster +maxplayers 32 +map de_dust2 -debug

I get

Server IP address 0.0.0.0:27016

    Metamod version 1.19  Copyright (c) 2001-2006 Will Day
<willday@...>
    Metamod comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'.
    This is free software, and you are welcome to redistribute it
    under certain conditions; type `meta gpl' for details.

./hlds_run: line 342: 17660 Segmentation fault      (core dumped) $HL_CMD
Cannot access memory at address 0xb7fc46c4
Cannot access memory at address 0xbfc4d3f0
/home/gh/hlds/debug.cmds:3: Error in sourced command file:
Cannot access memory at address 0xb7fc46c4
email debug.log to linux@...
Tue Jul 24 17:28:15 EEST 2007: Server restart in 10 seconds

The debug log isn't very useful:

----------------------------------------------
CRASH: Tue Jul 24 17:28:28 EEST 2007
Start Line: ./hlds_i686 -game cstrike +ip 0.0.0.0 +port 27016 -nomaster
+maxplayers 32 +map de_dust2 -debug -pidfile hlds.17642.pid
Using host libthread_db library "/lib/libthread_db.so.1".
#0  0x00000000 in ?? ()
No symbol table info available.
End of crash report
----------------------------------------------

Any ideas? Thanks in advance! :)

--
Georgi Hristozov
georgi@...

#696 From: "s.corridore" <s.corridore@...>
Date: Fri Aug 31, 2007 1:46 pm
Subject: Metamod: Ip Adress?
s.corridore
Send Email Send Email
 
HI
I've installed metamod.
i've followed all instructions from admin mod 2.50.60 help.
I can't understand how can I choose the name of my server and what is
the IP of my sever?Is the IP server that in ips.ini?and if it is, have
I to add a port?

#697 From: Hrvoje Zeba <hrvoje.zeba@...>
Date: Wed Jan 2, 2008 11:49 pm
Subject: antiaim plugin...
hrvoje.zeba@...
Send Email Send Email
 
hi...

first, i would like to apologise if this is an OT here and i've missed
the place for posting this :)

i made a metamod plugin for detecting aim bots on the client side.
essentially, it sits on the server side and monitors/analyses client's
moves (mouse and keyboard) and makes a decision about the usage of the
aim bot on the client's side. this is done by a simple neural net which
was trained using the data generated by playing counter strike with and
without using a cheat. the plugin preforms relatively well with respect
to the time and resources which i had to generate the training data as
this was a school project. it successfuly detects FighterFX v7.2 and
HEADZOT Public v2.1 but with a little less success. output from this
plugin is a number, ranging from 0 to 1, which can be thought of as a
probability of the player using an aim bot. i'm not a pro so some pro
moves could be missinterpreted ;) inputs to the net are, roughly
speaking, the differences between two player states (aim vector,
position, ... check the source code) in two consecutive time slices.
accuracy of the net is a little over 81% but this is compensated by
averaging the net's output over 10 consecutive samples. it takes no
action based on the results, it just prints them on the server's
console. if anyone finds this plugin useful, please use it... source
code and a win32 binary can be found here:

http://fly.cc.fer.hr/~hrvoje/antiaim.tar.gz
http://fly.cc.fer.hr/~hrvoje/antiaim_win32.zip

i'm fresh new to the hlsdk/metamod coding so this plugin can be improved
and probably has bugs in it. if someone has the time and energy, feel
free to improve/use/whatever. i haven't provided any docs for it but
it's really simple to understand. except, maybe, for the neural net
part... but the interface for it is pretty straight forward.

finally, some info on using the plugin. the plugin has two cvars:

   - aa_enable            - set to 1 to enable the plugin
   - aa_show              - set to 1 to enable the printout of every
calculation for each player

one command is implemented which has 4 subcommands. it has the following
form:

   aa <command> <options>

   commands:
      record <file>       - record the data to the specified file
      stop                - stop the recording
      show <player_name>  - show the current status of the player (the
name is case sensitive)
      help                - show the help screen



              best regards, hrvoje zeba

--
I doubt, therefore I might be.

#698 From: Florian Zschocke <zschocke@...>
Date: Thu Jan 3, 2008 7:37 pm
Subject: Re: antiaim plugin...
zschocke@...
Send Email Send Email
 
Hrvoje Zeba wrote:

Hi!

Your plugin sound intersting. You should put up a small web page
with the description you just send in the mail, e.g. under
http://fly.cc.fer.hr/~hrvoje and then register the plugin here:
http://metamod.org/cgi-bin/submit_plugin

Make sure to fill in valid and sensible info in the form as that
form page is spammed a lot, so that your entry can be told from
the spam.

Regards,
Florian


> if anyone finds this plugin useful, please use it... source
> code and a win32 binary can be found here:
>
> http://fly.cc.fer.hr/~hrvoje/antiaim.tar.gz
> http://fly.cc.fer.hr/~hrvoje/antiaim_win32.zip

#699 From: "Aurelien Derouineau" <cooloreo@...>
Date: Thu Jan 3, 2008 11:47 pm
Subject: Re: antiaim plugin...
cooloreo@...
Send Email Send Email
 
It does look very very interesting and promising as well! Really a
well thought-out project.

Perhaps you could give us more details about the neural network. What
library (project) are you using? How are you sampling the data (is it
the aa command?) I would guess that data is then fed to the network
through the cpp in the "train" folder...

Perhaps there could be a way to collect data from "professional"
gamers during serious LAN parties or tournaments... (is it possible to
use it with demos?)


On Jan 3, 2008 8:37 PM, Florian Zschocke <zschocke@...> wrote:
> Hrvoje Zeba wrote:
>
> Hi!
>
> Your plugin sound intersting. You should put up a small web page
> with the description you just send in the mail, e.g. under
> http://fly.cc.fer.hr/~hrvoje and then register the plugin here:
> http://metamod.org/cgi-bin/submit_plugin
>
> Make sure to fill in valid and sensible info in the form as that
> form page is spammed a lot, so that your entry can be told from
> the spam.
>
> Regards,
> Florian
>
>
> > if anyone finds this plugin useful, please use it... source
> > code and a win32 binary can be found here:
> >
> > http://fly.cc.fer.hr/~hrvoje/antiaim.tar.gz
> > http://fly.cc.fer.hr/~hrvoje/antiaim_win32.zip
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>

#700 From: Hrvoje Zeba <hrvoje.zeba@...>
Date: Fri Jan 4, 2008 1:27 am
Subject: Re: antiaim plugin...
hrvoje.zeba@...
Send Email Send Email
 
Aurelien Derouineau wrote:
> It does look very very interesting and promising as well! Really a
> well thought-out project.
>

tnx :)

> Perhaps you could give us more details about the neural network. What
> library (project) are you using? How are you sampling the data (is it
> the aa command?) I would guess that data is then fed to the network
> through the cpp in the "train" folder...
>

the neural net uses two hidden layers with 5 and 3 nodes. bias node is
included in every layer. there are 4 input nodes and 1 output node. nn
code is home made (ann.cpp and ann.h files). it uses backpropagation
with gradient descent alg. momentum for training is also used.

data is collected through the "aa record <file>" command and it's in raw
format meaning the values are a direct outputs of the calculactions.
this data is then fed to to train/cstrike program which converts them to
something suitable for the neural net. the reason for doing so is that i
didn't know how to represent the data at first so i experimented. net's
configuration and log(x) functions are the results of this and are by no
means fixed ;) thus log() function makes sense because abs moves are
analysed and difference in numericaly big values tend to have lesser
significanse.

first value in the data set is the distance between enemy's abs head
position and the aim vector of the player (ie, lesser value = more
precise). second value is the mere distance between the player and the
enemy (not used in this instance due to the lack of training data thus
the 4 input nodes and not 5). third value repesents the distance of the
aim vector between two time slices. forth and fifth values reperesent
the distance player and the enemy traveled (differenece in positions on
the map). sixth value is the player's name so one can differentiate the
data and should be replaced with a numerical value representing an ideal
output for the given data set (ie. 0 for no cheating data, 1 for
cheating data; train/cstrike program assumes this was done).

the train/cstrike program trains the nn by loading the data from the
'data' file. it should contain both cheating and non-cheating data. it
first splits the data using 90%-10% ratio for training and for checking
the nn. it loops over the training data until the correct hit factor
(for non-cheating data output should be less then 0.5 but greater then
or equal to 0.5 otherwise) for the training data and the check data hits
95% (this is very optimistic and it's never reached). it saves the
trained nn to a 'aa_cstrikexxxx.nn' files first as correct hit factor
reaches 80%, then for 80.5%, then for 81% and so on where xxxx
represents the loop count needed to reach the specific hit factor. one
of these files can then be used by the antiaim plugin for identifying
cheating/non-cheating moves.

> Perhaps there could be a way to collect data from "professional"
> gamers during serious LAN parties or tournaments... (is it possible to
> use it with demos?)
>

yes... that was my first thought and this should be done if this project
is to see the light of the day ;) i used my brothers for this purpose.
you would have to be shure which of the players are using a cheat and
which of them are not (and when, if they turn them on/off at some
point). then enter the 'aa record some_file.dat' in the server's console
and wait :)

the basis for this project is the fact that aim bots are correcting
(more or less) the aim vector of the player to aim straight for the head
(hopefully). this makes the player's moves (in terms of aim vector
movement) more precise but jerky. the players that are not using the aim
bot tend to have less precise and softer moves so one could ultimately
tell which are which. there is no fine line between the two but this can
be made more clear when you throw some more information in the mix (like
above). ie, one would be an uber pro if he could run&jump (described by
the player's position difference) and fire several hits directly into
the moving enemy's head while finishing a can of beer ;)

this code/project can be relatively easy ported to other games. i chose
counter strike because i play it more often than any other fps :)



has anyone tried this yet? i'm really interested in the results :)

--
I doubt, therefore I might be.

#701 From: warrior within <warriormaxxx@...>
Date: Thu Jan 3, 2008 5:40 am
Subject: Re: antiaim plugin...
warriormaxxx
Send Email Send Email
 


Arrey I m not a coder/developer but i m going to try ur plugin
since we play on a mass lan
and some ppl i hack thr
so i will need ur plugin and if u know ne other plugin please tell me!!
so tht i can catch some hackers down thr.

so i will be waiting for ur plugin. :)


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#702 From: "Raphael J. Hettich" <raven@...>
Date: Fri Jan 4, 2008 9:10 am
Subject: AW: antiaim plugin...
godraven2002
Send Email Send Email
 
I would really like to give this a try, but for some reason I couldn't
compile it for linux, is there anyone who can do this ? and if so pls post
the binaries somewhere :-)

Greetings

-----Ursprüngliche Nachricht-----
Von: metamod@yahoogroups.com [mailto:metamod@yahoogroups.com] Im Auftrag von
Hrvoje Zeba
Gesendet: Donnerstag, 3. Januar 2008 00:50
An: metamod@yahoogroups.com
Betreff: [metamod] antiaim plugin...

hi...

first, i would like to apologise if this is an OT here and i've missed
the place for posting this :)

i made a metamod plugin for detecting aim bots on the client side.
essentially, it sits on the server side and monitors/analyses client's
moves (mouse and keyboard) and makes a decision about the usage of the
aim bot on the client's side. this is done by a simple neural net which
was trained using the data generated by playing counter strike with and
without using a cheat. the plugin preforms relatively well with respect
to the time and resources which i had to generate the training data as
this was a school project. it successfuly detects FighterFX v7.2 and
HEADZOT Public v2.1 but with a little less success. output from this
plugin is a number, ranging from 0 to 1, which can be thought of as a
probability of the player using an aim bot. i'm not a pro so some pro
moves could be missinterpreted ;) inputs to the net are, roughly
speaking, the differences between two player states (aim vector,
position, ... check the source code) in two consecutive time slices.
accuracy of the net is a little over 81% but this is compensated by
averaging the net's output over 10 consecutive samples. it takes no
action based on the results, it just prints them on the server's
console. if anyone finds this plugin useful, please use it... source
code and a win32 binary can be found here:

http://fly.cc.fer.hr/~hrvoje/antiaim.tar.gz
http://fly.cc.fer.hr/~hrvoje/antiaim_win32.zip

i'm fresh new to the hlsdk/metamod coding so this plugin can be improved
and probably has bugs in it. if someone has the time and energy, feel
free to improve/use/whatever. i haven't provided any docs for it but
it's really simple to understand. except, maybe, for the neural net
part... but the interface for it is pretty straight forward.

finally, some info on using the plugin. the plugin has two cvars:

   - aa_enable            - set to 1 to enable the plugin
   - aa_show              - set to 1 to enable the printout of every
calculation for each player

one command is implemented which has 4 subcommands. it has the following
form:

   aa <command> <options>

   commands:
      record <file>       - record the data to the specified file
      stop                - stop the recording
      show <player_name>  - show the current status of the player (the
name is case sensitive)
      help                - show the help screen



              best regards, hrvoje zeba

--
I doubt, therefore I might be.


To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com


Yahoo! Groups Links

#703 From: Hrvoje Zeba <hrvoje.zeba@...>
Date: Fri Jan 4, 2008 1:19 pm
Subject: Re: antiaim plugin...
hrvoje.zeba@...
Send Email Send Email
 
warrior within wrote:
> Arrey I m not a coder/developer but i m going to try ur plugin
> since we play on a mass lan

shure, try it out but be careful... data used for training is not
complete so you could have some false positives.

> and some ppl i hack thr
> so i will need ur plugin and if u know ne other plugin please tell me!!
> so tht i can catch some hackers down thr.
>

sry, the best bet so far is to monitor the players as they play ;) you
could use the output from this plugin to check the specific players by
hand :)

> so i will be waiting for ur plugin. :)
>

:)

--
I doubt, therefore I might be.

#704 From: Hrvoje Zeba <hrvoje.zeba@...>
Date: Fri Jan 4, 2008 2:08 pm
Subject: [Fwd: Re: antiaim plugin...]
hrvoje.zeba@...
Send Email Send Email
 
sry, i replyed to Aurelien directly...

Aurelien Derouineau wrote:
> Just out of curiosity, how come you didn't use an already existing
> project for the network? I guess this leads to the question: do you
> think your ANN code is as well optimized as the other ANN projects out

there is only one big reason for doing this... it was a school project
;) on the other hand, i compared the code i made to the others nn's and
noticed the training process of my code is much faster and more
decisive. ie, i tried to train the other nn's to learn the xor function
or an identity function f(x)=x with minimum nodes in the hidden layer
(eg, 8x3x8) with little or no success... the training process is the
only real difference between all of them so once the training is done,
calculating nn's output is really easy.

> there? Or do you think it would be better to use such an existing
> project (if you'd like to "extend" your project to the public domain)
>

shure... use of my nn code is not mandatory. this plugin is mostly some
kind of proof of concept :)

> Also, I was wondering which would be better between:
> 1) Have the NN code written in all the plugins (all as in for all the
> games) and have the game server run the network as well as the game.

that is something i was trying to avoide... no
hacking/cracking/whatsoever on the client side.

> 2) Build some kind of public project (maybe a bit similar to
> steambans) where game servers would record game data periodically for
> x minutes, and then send that data to the project server. This data
> would then go into a queue, waiting to be analyzed by the neural
> network on that project server. This server would contain as best as
> possible the different patterns (cheating, non-cheating) for the
> different games. After primary analysis, if a player is clearly
> thought by the network as cheating, his id would go into the project
> database. If it's not clear, the data is re-sent to the queue to be
> reanalyzed. After 2-3 attempts, if it's still not clear, the data is
> put in a queue for a human to watch the demo (a demo would have to be
> recorded as well) or just throw out that data. Such project would help
> servers make sure the error rate is as low as possible, by feeding it
> more known data as more is gotten therefore "eliminating" the problem
> of out-of-date patterns.
>

this sounds very interesting but it grows out of scope for me as i don't
have the time for such a project (my graduation is very near). if anyone
whishes to pickup on the idea/code, please do... i would be very pleased
to see something like this in action :)

> I hope I haven't missed too many points and that it's not too hard to
> read and understand. I tend to express myself in complex ways :p
>

not to worry, me too :)

--
I doubt, therefore I might be.

#705 From: Hrvoje Zeba <hrvoje.zeba@...>
Date: Fri Jan 4, 2008 2:08 pm
Subject: [Fwd: Re: antiaim plugin...]
hrvoje.zeba@...
Send Email Send Email
 
sry, i replyed to Aurelien directly...


Aurelien Derouineau wrote:
> I did actually forget another point. Perhaps that project could also
> extend the ANN idea and use such network for basic cheating in
> most/all FPS games. Right now you coded it for aimhacking. Perhaps it
> could be extended to wallhacking, speedhacking, etc...
>

all FPS games... shure. this may be useful for all the games where user
input can be explioted in such a way. this could be done allmost by same
code ;)

for wallhacking... i'm not shure what data should be taken into account.
imo, calculations for the nn's input would be very complex.

as for the speedhack, imo, nn would be an overkill as there is a maximum
speed the player can achieve (calculated from the max_speed and current
fps info) so anti_speedhack should be a matter of one 'if' statement ;)
teleporting plugins are one other thing to consider when developing such
a plugin.

--
I doubt, therefore I might be.


--
I doubt, therefore I might be.

#706 From: Hrvoje Zeba <hrvoje.zeba@...>
Date: Fri Jan 4, 2008 2:13 pm
Subject: Re: AW: antiaim plugin...
hrvoje.zeba@...
Send Email Send Email
 
Raphael J. Hettich wrote:
>
> I would really like to give this a try, but for some reason I couldn't
> compile it for linux, is there anyone who can do this ? and if so pls post
> the binaries somewhere :-)
>
> Greetings
>

yup... i could do it... just give me some sistem info. x86 or amd64?
linux distro?

--
I doubt, therefore I might be.

#707 From: "Raphael J. Hettich" <raven@...>
Date: Fri Jan 4, 2008 2:39 pm
Subject: AW: AW: antiaim plugin...
godraven2002
Send Email Send Email
 

Thx would be great, amd64 and the distri is debian 4.0

Greetings to Everyone ^^

 

Von: metamod@yahoogroups.com [mailto:metamod@yahoogroups.com] Im Auftrag von Hrvoje Zeba
Gesendet: Freitag, 4. Januar 2008 15:14
An: metamod@yahoogroups.com
Betreff: Re: AW: [metamod] antiaim plugin...

 

Raphael J. Hettich wrote:
>
> I would really like to give this a try, but for some reason I couldn't
> compile it for linux, is there anyone who can do this ? and if so pls post
> the binaries somewhere :-)
>
> Greetings
>

yup... i could do it... just give me some sistem info. x86 or amd64?
linux distro?

--
I doubt, therefore I might be.


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