thx :)
- Original Message -
From: Commando
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 12:13 AM
Subject: Re: [hlcoders] little app
Sorry, I cut and pasted that out of some code in my personal shared
library, but missed one line. The declaration of hToken is;
HANDLE
Is there any information about PlayerCustomization??
[CODE]
void PlayerCustomization( edict_t *pEntity, customization_t *pCust )
{
if (!pCust)
{
RETURN_META(MRES_IGNORED);
}
ALERT(at_logged, PlayerCustomization %s\n,pCust-resource.szFileName);
/*
Hi,
I know that many people says that 64 players servers are impossible... but
it can be done simple with winsock. The only problem can be that 56k players
will be very laggy. Why? Because if you are 32 players the sever it/you send
~7kb/s and that would be ~14kb/s if you are playing with 64
Does the internal HL engine SUPPORT 64 players..?
Lord Booga
Coder/Modeller/Semi-Mapper for the Neo Pokémod
http://pokemod.fragoff.net
- Original Message -
From: Oskar Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 2:20 AM
Subject: [hlcoders] 64 players
for once botman, you arn´t rigth.
The only network controll you have to bulid is the one between the server,
but the part about loseing voice is true if the servers are deadicated. So
if a monster or a player moves this happens:
entity id and now pos - the client server - the client server´s
--
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um i think they just want their computer to shut down after it compiles a level so it
doesn't stay on all night, dude. Is it really that offensive an idea? ;) I'm fairly
sure that the user in this case is not going to put this program on a
- Original Message -
From: Ralph Hartley [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 4:00 PM
Subject: Re: [hlcoders] little app
Commando wrote:
This should work on all systems;
No It SHOULDNT work on ANY system. There may be systems on which it
DOES, but
Applications sould NEVER shut down the system itself. It should not be a
matter of courtesy, they souldn't be allowed.
Try this out with applications that have unsaved data. They will pop up a
dialog box when Windows REQUESTS (not demands) that they shut down indicating
that something has not
The only network controll you have to bulid is the one between the server,
but the part about loseing voice is true if the servers are deadicated. So
if a monster or a player moves this happens:
entity id and now pos - the client server - the client server´s
players
and if the client
--
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This sounds a lot like my april fools joke post about client servers
talking to each other offering the potential of 32x32 (1024) player
games
botman wrote:
The only network controll you have to bulid is the one between the server,
but the
Not at all.
The dll lets you load arbitrary 3rd party code, generating your own winsock
communication code (and unlike zoot said, winsock does not run under *ix, Berkeley
Sockets are used, which Winsock is derived from - similar, not exact)
The thing is, this isn't really revolutionary. It'd
It gave me the idea... and if you want ~0 in ping between the server you
only need to run the servers in the same computers...
/ Zoot
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 6:25 PM
Subject: Re: [hlcoders] 64 players
--
[ Picked text/plain from multipart/alternative ]
/me quickly scurries off to patent silly idea before someone makes
megabucks on it :^)
Oskar 'Zoot' Lindgren wrote:
It gave me the idea... and if you want ~0 in ping between the server you
only need to run the servers in the same computers...
Does it mean that a spray logo (= tag) could be animated ?
- Cortex : mapper coder www.hlalbator.fr.st
- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 3:59 PM
Subject: Re: [hlcoders] PlayerCustomization()
Is there any information about
hmm.. didn´t know it wasn´t named the same thing...
- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 6:33 PM
Subject: RE: [hlcoders] 64 players servers are no problem... :-)
Not at all.
The dll lets you load arbitrary 3rd
Yeah, imagine that __WIN__sock is in WINdows, not Unix (Unix Sockets) :)
david
-Original Message-
From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 10:50 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
hmm..
STFU :-P
- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 6:53 PM
Subject: RE: [hlcoders] 64 players servers are no problem... :-)
Yeah, imagine that __WIN__sock is in WINdows, not Unix (Unix Sockets) :)
david
--
[ Picked text/plain from multipart/alternative ]
Penguins wear suits, but I didn't think they wore socks.
Oskar 'Zoot' Lindgren wrote:
STFU :-P
- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 6:53 PM
Subject: RE:
given todays hardware thats hardly a problem... the Erad test box was/is
running the Erads server and a CS1.3 server at the same time, and the
Blueyonder GSP run 3 CS games on one machine at once
I was gonna say about the network lag but someone got there first ;)
- Original Message -
rewriting the netcode - erm why? You'll bodge it
Thought the guy from DOD said he had made the client and server basically
the same so you could have 32^32 people playing on a server (each client
acted as a mini server for others to connect to with the main server being
the master server).
I
small brain man! =P
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 7:26 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
i thought that was true!
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To:
two words : April. Fool.
:)
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 4:13 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
rewriting the netcode - erm why? You'll bodge it
Thought the guy from DOD said he
--
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Well the whole thing started on April 1, which we will always consider
to be the anniversary date of this idea. I believe it was what you
might call a Flash of Insight (or flash of something else maybe)
moment. However we do not at this time
I have already written my own netcode for Serious Sam but the game has no
get entity by id-func (only for players) so i stopped working on it... but
still the best engine i have ever seen... however if DoD like to steal my
code(if i make it) just ask nice
- Original Message -
From:
At 03:00 PM 15/04/2002 +, you wrote:
Commando wrote:
This should work on all systems;
No It SHOULDNT work on ANY system. There may be systems on which it
DOES, but that is a Bad Thing.
It will work on any Windows system (except maybe 95), but the original
question was limited to Windows.
Does it mean that a spray logo (= tag) could be animated ?
Yes, but it will only cycle once. I think every time you spray your logo it
will cycle the decals that you have sprayed (i.e. if you have sprayed more than
once and they are still displayed, when you spray again, they will all animate
mine didnt come on april the 1st, it came on the 2nd!
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 6:29 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
--
[ Picked text/plain from multipart/alternative ]
Wow :) Cool... But, what is the format the player has to save his file ?
(pldecal.wad ?)
Check the tutorial on the Wally web site (see the animated stuff in the middle
of the page)...
http://www.telefragged.com/wally/tutorials/hl_color_decals.html
Jeffrey botman Broome
I am 100% sure as of June 1999 when I last compiled the SDK that my
description of how it do it is correct. As of Apr 2002 and the current code
base, if you're telling me it doesn't work then I'll go make Adrian test it
out and find out why it doesn't. HEY ADRIAN!
-Original Message-
Christopher, as a quick test on the client where it references
GetViewEntity() or gEngfuncs.GetViewModel(), set that entities curstate.skin
to your test skin index. Maybe try it in EV_MuzzleFlash() or some place
similar. You may be forced to do it all client side with your own
networking, maybe
I tried changing the skin from HUD_DrawNormalTriangles and the engine got
the skin info correctly when it was going to render the model. So it should
work fine if called from the client.dll. It seems the skin value is not
getting propagated for the View model from the server to the client.
Here's some source code that should help you. It does the opposite of
what you need, but it might help anyways.
Notes:
- This code came from Yahn
- This code depends on v_angles (so this works on the client only)
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