Michael Shimmins wrote:
I'm wanting to impliament a security feature for our closed beta testing
which only allows people with a certain AuthID onto the server.
Two things with this, how do I check them, and how can users find their
AuthID so they can enter it when applying for Beta Testing?
thanks for the links. i was teaching myself templates based off
http://www.cplusplus.com. once i applied the template to the entire class,
things have been working fine.
barret
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, December 17, 2002
What exactly do you mean...
I think he means checking client computers' connectivity, as in lets say,
computer one is running TFC, connect to IGL - TFC SERVER, etc. etc.
I don't think it'll be easy information to get from the outside...
--
MoD,
Always @ your service.
I'm trying to make a program that'll get the name of a server, it's IP and
what map it's on.
I was going to try using rcon, but you need to know the IP address of the
server to rcon, but i don't want people to have to type it in, what I meant
was is there a way of getting the ip address of the
I'm trying to make a program that'll get the name of a server, it's IP and
what map it's on.
I was going to try using rcon, but you need to know the IP address of the
server to rcon, but i don't want people to have to type it in, what I meant
was is there a way of getting the ip address of the
--
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eehehhe coooll :)
=Sorry for the spam, but i've found a better
=pictar:
=
= http://www.uer.ca/valve3.jpg
=
=see! teh golden!
=
=Steve Rukuts wrote:
=
=--
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=
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=
==i want to see pictures of the golden
I've just had an idea for the program,
I could use metamod to handle the information, and have another program pull
the information from that, like making a version of metamod (or just a
metamod plugin) that will, every time a map is initialized, save the
mapname, server name and server ip to a
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Easy - theres documentation included with the HL SDK that tells you how to
talk to servers (and you can get the map, players, mod etc) and the master
server...
At 22:37 18/12/2002, you wrote:
I'm trying to make a program that'll get the name of
just make sure that if you ever new and object that you free it
later (or that something free's it).
Caleb 'Ghoul' Delnay wrote:
How would I go about allocating and freeing this memory? I have almost no
experience with memory management :( (malloc and free?)
Caleb 'Ghoul' Delnay
Project
I am not sure about the entity number, some deep part of my memory
thinks they are the same, can't be sure tho :)
As for the client side prediction stuff, things that have an instant
effect (i.e no travel time) such as bullets and nails are predicted,
things that take time to travel aren't
uh, far = fast
:)
Alfred wrote:
I am not sure about the entity number, some deep part of my memory
thinks they are the same, can't be sure tho :)
As for the client side prediction stuff, things that have an instant
effect (i.e no travel time) such as bullets and nails are predicted,
things
Well, everything is created fine. All images load fine. After I collect
many many items is when the effect begins, which leads me to think it might
be something to do with using setImage more than once on an image. This
effect didn't take place before I added in my history using setImage.
Alfred wrote:
just make sure that if you ever new and object that you free it
later (or that something free's it).
What he wanted to say was that you should make sure you free memory that
you allocated. You never free() memory that you allocated with new.
Remember new - delete and malloc() -
Alfred wrote:
just make sure that if you ever new and object that you free it
later (or that something free's it).
What he wanted to say was that you should make sure you free memory that
you allocated. You never free() memory that you allocated with new.
Remember new - delete and malloc() -
Okay, I have had a chat with some of the VGUI gods here. VGUI doesn't
handle textures well, try and reuse texture handles where ever possible.
Don't simply use setImage. There aren't any plans to fix this in VGUI
in the near future, so try and work around it :)
Caleb 'Ghoul' Delnay wrote:
Well,
And if the projectile hits and kills something on the server, it goes
right through on the client; because its already removed before that
update occurs, or its value has already changed.
tfc nails exhibit this, but they're so small and black you don't notice
it unless you're LOOKING for it
Actually, shoot any transparent glass, or any entity that is transparent
and thin. The glass in rock is good, I used to shoot through it all the
time, even though it was only visual; would make people run when they
saw nails comin through.
-omega
Blackened Interactive -
Dude, like he said, did you LOOK at server_protocol.txt?
Its MEANT for external programs unrelated to the SDK. It's the specs on
connecting to a server and getting all the information you want.
-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force -
Why do you need the IP address of the server so badly? If you need to
connect to the server from the local machine (as you seem to be implying
with the write file, read file suggestion), you can just use the loopback
address 127.0.0.1. If you're trying to discriminate between LAN and
Internet
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