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can we call clientside things with Orpheu?


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.Dare Devil.
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Join Date: Sep 2010
Old 04-19-2012 , 10:38   can we call clientside things with Orpheu?
Reply With Quote #1

Hello,

My question is, can we call clientside functions wit orpheu, the things what is inside client dll " client.dll "
or "GameUI.dll"


Thanks!
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NiHiLaNTh
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Join Date: May 2009
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Old 04-19-2012 , 12:05   Re: can we call clientside things with Orpheu?
Reply With Quote #2

In theory that should be possible, because some of functions(for example the ones that draw HUD stuff etc.) basically are ENGINE functions

Spoiler


I even remember some thread in Module Coding made by jim_yang where he suceed in drawing crosshair sprite.

This should be possible to do via Rage too(if its even possible)...It may use a lot of CPU usage, but that's worth it I think.
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Last edited by NiHiLaNTh; 04-19-2012 at 12:08.
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.Dare Devil.
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Old 04-19-2012 , 12:28   Re: can we call clientside things with Orpheu?
Reply With Quote #3

Quote:
Originally Posted by NiHiLaNTh View Post
In theory that should be possible, because some of functions(for example the ones that draw HUD stuff etc.) basically are ENGINE functions

Spoiler


I even remember some thread in Module Coding made by jim_yang where he suceed in drawing crosshair sprite.

This should be possible to do via Rage too(if its even possible)...It may use a lot of CPU usage, but that's worth it I think.
yeah, i was thinking that too, anyway thanks for information!
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Arkshine
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Join Date: Oct 2005
Old 04-19-2012 , 12:55   Re: can we call clientside things with Orpheu?
Reply With Quote #4

It's unrelated to Orpheu or Rage. Just a matter to make a binary (like cheat) to find the library you want in the memory, finding the address you need for structures or whatever to get the function you want, that's all. It's possible only under windows and a listenserver (or a probably DS too but player will need to download something), so basically completely useless/unpractical.
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.Dare Devil.
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Old 04-19-2012 , 12:59   Re: can we call clientside things with Orpheu?
Reply With Quote #5

Quote:
Originally Posted by Arkshine View Post
It's unrelated to Orpheu or Rage. Just a matter to make a binary (like cheat) to find the library you want in the memory, finding the address you need for structures or whatever to get the function you want, that's all. It's possible only under windows and a listenserver (or a probably DS too but player will need to download something), so basically completely useless/unpractical.
so basically you say that i can not do this on linux server?
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Arkshine
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Old 04-19-2012 , 13:10   Re: can we call clientside things with Orpheu?
Reply With Quote #6

If you create a something client-server like do some anti-cheat ; it should be possible. But making player downloading/installing a .dll just for that, is really annoying.
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Last edited by Arkshine; 04-19-2012 at 13:10.
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.Dare Devil.
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Old 04-19-2012 , 13:15   Re: can we call clientside things with Orpheu?
Reply With Quote #7

Quote:
Originally Posted by Arkshine View Post
If you create a something client-server like do some anti-cheat ; it should be possible. But making player downloading/installing a .dll just for that, is really annoying.
you destroyed my small dreams of " sprites on screen "
Anyway now i need to recreate this hud system on server side.
For that i need to know, is it possible to set entity follow on client side or something.
If entity follow on server side and client ping is high then entity will not move so nice.

Edit:
After long search i find a pev_aiment and find a problem.
When i set entity ( Entmodel = sprite ) pev_aiment ( player ) the player will not see it, ohters only see.
How to solve this?
Let me think, FM_AddToFullPack?

I am really not good on FM_AddToFullPack, i never try this so i dont know anything about this.
Need somehelp, can someone just explain all params and tell me how to hide/unhide entity for correct player?

Last edited by .Dare Devil.; 04-19-2012 at 13:53.
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yokomo
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Old 04-19-2012 , 14:21   Re: can we call clientside things with Orpheu?
Reply With Quote #8

Quote:
Originally Posted by Arkshine View Post
If you create a something client-server like do some anti-cheat ; it should be possible. But making player downloading/installing a .dll just for that, is really annoying.
But it useful if the 3rd-party .dll is an anti-cheat + client-side effect just like i told you before. Developer combine this 2 functions, but it a risk to use on Steam.
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cFG
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Old 04-19-2012 , 15:51   Re: can we call clientside things with Orpheu?
Reply With Quote #9

Quote:
Originally Posted by .Dare Devil. View Post
you destroyed my small dreams of " sprites on screen "
your dreams are not destroyed at all,
there's some sort of method based on a windows batch executable files(commands)
the only disadvantage is that client has to "click on" special button prepared in the message of the day monit.

This method's not limiting us to the 1024 chars limit on motd.txt, because player's downloading individual file which can be executed(of any size)

Atm, i'm trying to limit the number of steps that client would need to perform to minimum.
This is how it looks "on paper" - video presenting results of this is at the end of this post
Code:
Client connects to the server
Client downloads two batch files and (our) required .spr files
Client enters the server
Motd appears
Client clicks(runs the windows based monit) on the button
Client's being minimized to desktop(to press "run" on a another windows based monit)
Batch file is being executed(less than 1 second)
Batch file deletes itself(for security and copyright - lol - purposes)
Client maximizes the game
Client executes _restart through counter-strike console
Specialized plugin checks whether client performed our hud.txt replace/creation method(if yes, motd wouldn't display at all, and player will not have to download executables for a second time)
Voila! Client have our modified hud.txt file on his cstrike(_language)/sprites folder, and now we're able to show sprites directly on his screen using our lovely amx
The only question is whether the moderators would consider this method as slowhacking - which is not, in my point of view, because we're asking client for permission TWICE.
If they would consider this method as a legitimate - i'd share my* work with the community.
* original concept(usage of windows batch files) was provided by user avril-lavigne

Counter-strike could be revived, just imagine those zombie, deathrun, classic, teamplay, kreedz, w3ft, gungame and other mods with amazing sort of HUD's.. mmmm, heaven.

Method in action can be viewed here
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Last edited by cFG; 04-19-2012 at 17:48.
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.Dare Devil.
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Old 04-20-2012 , 08:52   Re: can we call clientside things with Orpheu?
Reply With Quote #10

Quote:
Originally Posted by cFG View Post
your dreams are not destroyed at all,
there's some sort of method based on a windows batch executable files(commands)
the only disadvantage is that client has to "click on" special button prepared in the message of the day monit.

This method's not limiting us to the 1024 chars limit on motd.txt, because player's downloading individual file which can be executed(of any size)

Atm, i'm trying to limit the number of steps that client would need to perform to minimum.
This is how it looks "on paper" - video presenting results of this is at the end of this post
Code:
Client connects to the server
Client downloads two batch files and (our) required .spr files
Client enters the server
Motd appears
Client clicks(runs the windows based monit) on the button
Client's being minimized to desktop(to press "run" on a another windows based monit)
Batch file is being executed(less than 1 second)
Batch file deletes itself(for security and copyright - lol - purposes)
Client maximizes the game
Client executes _restart through counter-strike console
Specialized plugin checks whether client performed our hud.txt replace/creation method(if yes, motd wouldn't display at all, and player will not have to download executables for a second time)
Voila! Client have our modified hud.txt file on his cstrike(_language)/sprites folder, and now we're able to show sprites directly on his screen using our lovely amx
The only question is whether the moderators would consider this method as slowhacking - which is not, in my point of view, because we're asking client for permission TWICE.
If they would consider this method as a legitimate - i'd share my* work with the community.
* original concept(usage of windows batch files) was provided by user avril-lavigne

Counter-strike could be revived, just imagine those zombie, deathrun, classic, teamplay, kreedz, w3ft, gungame and other mods with amazing sort of HUD's.. mmmm, heaven.

Method in action can be viewed here
Thanks for your information.
Bytheway, that is not the way i want to do.
Ofcourse it is a way but not best for me.

Iam planning to do hud system in server side " ofcourse i will do that "

I know how to calculate things right and stuff, i already tested and my entity is in screen and do not move, but when the things is in server side, it will move.

I know now the way how i can set this follow by client side, there are many ways to do that.
Or if i dont want to create this, i will buy a windows host and patch a memory.
It will be a nice way.

Right now i am learning goldsource engine and search the better ways to do that.
Thanks for information all, that was all what i want.
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