Jeffrey "botman" Broome wrote:
I don't think you'll ever see any pfnMessageBegin() calls with messages
IDs below 64. The engine uses IDs 1-63 for internal stuff to the
client. The only messages you will see going from the MOD code to the
engine (via pfnMessageBegin) will be the ones the MOD registered (via
REG_USER_MSG) and the first one the MOD registers will be 64 and go up
from there.
You get some under 64 which can be sent by the mod. 51 is the director
message and 23 is the temp entity one. Nothing for 57 though.
Back in the "good ol' days" you could run your MOD on a LAN and put a
network sniffer inline capturing the network packets and look at those
un-encrypted (since WON didn't authenticate and give you a encryption
hash), but nowadays the LAN packets are encryped and you won't be able
to decipher anything from them either.
Your best bet is to start commenting out HUGH chunks of code and
eliminating features one-by-one until the problem goes away and then you
know what area to concentrate your investigations in. Other than that,
your up the proverbial creek without a paddle.
If I'm not actually sending a message with id 57, then what is going
on. I find it pretty strange to think that two widly different mods
have come up with the same error when in steam. It also begs the
question why haven't we seen this in won. I don't know about NS, but
I've never encountered this in won. I guess I better start paddling then.
--
Jeffrey "botman" Broome
Ben
The Battle Grounds Lead Programmer.
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