| MadwiXMadwiXUser name 
      MadwiX
      Assigned title Assigned post color #22ffbb Avatar Medals Registration date 2012 February 11 Post count 11 Score 0 ₧ Location Signature Timezone UTC Groups 
      2013 Feb 3 at 02:16 UTC
     $_GET Vulnerable? in if( while ) switch{ coding } ++ SuperJer said: MySQL injection is when, for example, you do this:
 php code <?php mysql_query("SELECT * FROM yodawg WHERE id=" . $_GET['id']); ?> because an attacker can use a URL like: hxxp://example.com/page?id=1 OR 1 which will then SELECT everything in your table. What about raw _GET method. No MySQL, no database. What I mean is, is _get method vulnerable to any attack by itself. 
      2013 Jan 19 at 08:37 UTC
     Mapping standards in Hammer Mapping Rockbomb said: I was looking for something like that, thanks. SuperJer said: I always have lots of extra player starts floating around, so I can keep scale in mind.
 Most textures look like crap together (or separate) but you have to make do. I make a lot of my own textures when none of the defaults will do. The easiest way to do that is to just modify the defaults. Sometimes a simple change as adding a dark gradient to an existing texture can make it work for the map. But most importantly, I design the whole thing on paper first. I find I'm much more likely to get a working result, and actually finish something, if it is designed first. Hmm, thanks, will do. walloon said: MadwiX said: the_cloud_system said: there is no "standerd" in hammer mapping.
 besides lights, spawn points, and buttons. Your statement makes no sense whatsoever, do you even read what you type? Thanks for the info (the other guy) Wow bitch ass nigger fuck tough guy nigger fuck ass hole nigger fuck jew piece of shit die please nigger fuck Ok. 
      2013 Jan 18 at 23:23 UTC
     Mapping standards in Hammer Mapping the_cloud_system said: there is no "standerd" in hammer mapping.
 besides lights, spawn points, and buttons. Your statement makes no sense whatsoever, do you even read what you type? Thanks for the info (the other guy) 
      2013 Jan 18 at 18:44 UTC
     Mapping standards in Hammer Mapping 
       Hi,
 I'm an average hammer mapper, I've been trying to make a DeathRun map for past few weeks, but I always find myself doing 1/10 of the job and then quitting because it looks like shit. The thing is, they always end up too small, or too big, or too easy. What are some standards in mapping, what height and width of the walls? What do you build first in a DR map, the traps, both CT and T base, or something else? Which textures look nice with others, which don't etc. I hope you see what I'm aiming to in here, thanks. 
      2012 Feb 12 at 16:59 UTC
     Warning - Leak in Hull in Hammer Mapping 
       Okay, thanks. I'll put you in map credits in thank you part.
     
      2012 Feb 12 at 02:31 UTC
     Warning - Leak in Hull in Hammer Mapping 
       Snap to grid is on but yeah, it's the big one.
 So I should definatly start over? 
      2012 Feb 12 at 01:49 UTC
     Warning - Leak in Hull in Hammer Mapping 
       I don't know what are you pointing on that ss, but everything in that area is patched and sealed, at least in my map on my computer. If not that, then what?
 Also, ty for that, didn't even see that two warnings. 
      2012 Feb 12 at 00:40 UTC
     Warning - Leak in Hull in Hammer Mapping 
       Lawl, okay.
 I had to make an account for Rapidshare so I uploaded it to filebeam. Hope that's ok, here's the link: http://fbe.am/1tm 
      2012 Feb 11 at 22:52 UTC
     Warning - Leak in Hull in Hammer Mapping 
       I tried that, it compiles fine with no errors, but when I enter the game, it's all messed up, I can only see the void and the sky.
 Could I by any chance get your MSN, send you the map for you to see what I'm doing wrong.. ? Thank you.   
      2012 Feb 11 at 19:17 UTC
     Warning - Leak in Hull in Hammer Mapping 
       Yep, I pulled it in, still finds leak. The thing is, the map works without lagging, but only if my pistol is pointed to the left side, as soon as I turn my pistol right it starts lagging. Also, is there any other way of finding leaks that isn't following that red line because it's really confusing? Also, when I try to compile my map with skybox around it, VHE just freezes and then I have to shut it down via Task Manager. I have 768 MB of RAM.
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