RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Alfred Reynolds
Its it SVC_TEMPENTITY message (and decals), look at the TE_* effects in
common/const.h. Visual effects mainly :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Cale 'Mazor' Dunlap
 Sent: Wednesday, December 03, 2003 10:48 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

 .

 GREAAAT

 Would sounds in maps cause that message to fire?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Thursday, December 04, 2003 12:03 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

   { svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity },  //
 23

 Its temp ents, y'all have too many.

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Cale 'Mazor' Dunlap
  Sent: Wednesday, December 03, 2003 9:48 PM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] pfnMessageBegin...
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I'm trying to diagnose a nasty lag issue in Firearms 2.9
  right now, and
  it seems to be pointing to the fact that the message with
 the index 23
  is being called WAY too often. The REG_USER_MSG define
  doesn't start the
  messages until like, 70 or something like that, so I assume 23 is a
  message that isn't part of the SDK (some entity updating message
  maybe?). This is probably a question for one of the guys at valve to
  answer.
 
  If you're not sure what I'm talking about, I'm talking about the
  messages from server-client and how they're indexed. Every time a
  message is registered with the engine, it tags a number on
  it. I'm just
  trying to figure out what number 23 is and hopefully figure
 out where
  it's being called constantly and knock it out.
 
  This bug is at critical priority right now and needs to be
 fixed ASAP,
  an answer very soon would be appreciated.
 
  -Cale 'Mazor' Dunlap
  Programmer
  Firearms Half-Life
  http://www.firearmsmod.com/
 
  --
 
 
 
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  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Cale 'Mazor' Dunlap
Ok, it isn't the temp ent messages. It looks like the temp ents were
just occurring on the map I was testing on, the lag still occurs on
other maps.

I turned on net_graph 2 to check out the net traffic. I started up a
local server and just connected to my own server, I still had hardcore
lag. I'm not the only one that experienced this either, every tester for
FA has reported this so far. It only seems to happen on Internet games,
I've been told it doesn't happen on LAN games. I also know it doesn't
happen if I run the game by itself (without a server), using -deathmatch
1 in the command params.

Could it have something to do with the dedicated server software itself?
We've tried both Steam and WON and we get the same results.

In regards to my net_graph 2 findings, it looks like there's a pretty
decent size packet (the graph went 3/4 the way up my screen in 1024x768
res) getting sent every half second on the dot. I also noticed some
other abnormal findings with the lowest graph (the bluish/orange one).
It would spike twice then be fine for a few seconds, then it'd spike
twice again, then be fine. Since my findings were pretty systematic I
assume there's gotta be an explanation for this.

-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

{ svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity },  //
23

Its temp ents, y'all have too many.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Cale 'Mazor' Dunlap
 Sent: Wednesday, December 03, 2003 9:48 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] pfnMessageBegin...

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I'm trying to diagnose a nasty lag issue in Firearms 2.9
 right now, and
 it seems to be pointing to the fact that the message with the index 23
 is being called WAY too often. The REG_USER_MSG define
 doesn't start the
 messages until like, 70 or something like that, so I assume 23 is a
 message that isn't part of the SDK (some entity updating message
 maybe?). This is probably a question for one of the guys at valve to
 answer.

 If you're not sure what I'm talking about, I'm talking about the
 messages from server-client and how they're indexed. Every time a
 message is registered with the engine, it tags a number on
 it. I'm just
 trying to figure out what number 23 is and hopefully figure out where
 it's being called constantly and knock it out.

 This bug is at critical priority right now and needs to be fixed ASAP,
 an answer very soon would be appreciated.

 -Cale 'Mazor' Dunlap
 Programmer
 Firearms Half-Life
 http://www.firearmsmod.com/

 --



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RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Alfred Reynolds
Sounds like you are sending too much data (too many MESSAGE_BEGIN()'s or
too much data in each).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Cale 'Mazor' Dunlap
 Sent: Wednesday, December 03, 2003 11:09 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

 Ok, it isn't the temp ent messages. It looks like the temp ents were
 just occurring on the map I was testing on, the lag still occurs on
 other maps.

 I turned on net_graph 2 to check out the net traffic. I started up a
 local server and just connected to my own server, I still had hardcore
 lag. I'm not the only one that experienced this either, every
 tester for
 FA has reported this so far. It only seems to happen on
 Internet games,
 I've been told it doesn't happen on LAN games. I also know it doesn't
 happen if I run the game by itself (without a server), using
 -deathmatch
 1 in the command params.

 Could it have something to do with the dedicated server
 software itself?
 We've tried both Steam and WON and we get the same results.

 In regards to my net_graph 2 findings, it looks like there's a pretty
 decent size packet (the graph went 3/4 the way up my screen
 in 1024x768
 res) getting sent every half second on the dot. I also noticed some
 other abnormal findings with the lowest graph (the bluish/orange one).
 It would spike twice then be fine for a few seconds, then it'd spike
 twice again, then be fine. Since my findings were pretty systematic I
 assume there's gotta be an explanation for this.

 -Cale

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Thursday, December 04, 2003 12:03 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

   { svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity },  //
 23

 Its temp ents, y'all have too many.

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Cale 'Mazor' Dunlap
  Sent: Wednesday, December 03, 2003 9:48 PM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] pfnMessageBegin...
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I'm trying to diagnose a nasty lag issue in Firearms 2.9
  right now, and
  it seems to be pointing to the fact that the message with
 the index 23
  is being called WAY too often. The REG_USER_MSG define
  doesn't start the
  messages until like, 70 or something like that, so I assume 23 is a
  message that isn't part of the SDK (some entity updating message
  maybe?). This is probably a question for one of the guys at valve to
  answer.
 
  If you're not sure what I'm talking about, I'm talking about the
  messages from server-client and how they're indexed. Every time a
  message is registered with the engine, it tags a number on
  it. I'm just
  trying to figure out what number 23 is and hopefully figure
 out where
  it's being called constantly and knock it out.
 
  This bug is at critical priority right now and needs to be
 fixed ASAP,
  an answer very soon would be appreciated.
 
  -Cale 'Mazor' Dunlap
  Programmer
  Firearms Half-Life
  http://www.firearmsmod.com/
 
  --
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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 please visit:
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RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Alfred Reynolds
Sending 1 byte per user per frame would also cripple you (it's the
volume, not the individual size).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Cale 'Mazor' Dunlap
 Sent: Thursday, December 04, 2003 12:17 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

 Our biggest message is 9 bytes and its sent once per client
 per connect
 for the weather system.

 It only happens on Internet servers, not LAN or local game. We're
 totally stumped, and if this doesn't get fixed, we don't release 2.9.

 -Cale

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Thursday, December 04, 2003 1:25 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

 Sounds like you are sending too much data (too many
 MESSAGE_BEGIN()'s or
 too much data in each).

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Cale 'Mazor' Dunlap
  Sent: Wednesday, December 03, 2003 11:09 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] pfnMessageBegin...
 
  Ok, it isn't the temp ent messages. It looks like the temp ents were
  just occurring on the map I was testing on, the lag still occurs on
  other maps.
 
  I turned on net_graph 2 to check out the net traffic. I started up a
  local server and just connected to my own server, I still
 had hardcore
  lag. I'm not the only one that experienced this either, every
  tester for
  FA has reported this so far. It only seems to happen on
  Internet games,
  I've been told it doesn't happen on LAN games. I also know
 it doesn't
  happen if I run the game by itself (without a server), using
  -deathmatch
  1 in the command params.
 
  Could it have something to do with the dedicated server
  software itself?
  We've tried both Steam and WON and we get the same results.
 
  In regards to my net_graph 2 findings, it looks like
 there's a pretty
  decent size packet (the graph went 3/4 the way up my screen
  in 1024x768
  res) getting sent every half second on the dot. I also noticed some
  other abnormal findings with the lowest graph (the
 bluish/orange one).
  It would spike twice then be fine for a few seconds, then it'd spike
  twice again, then be fine. Since my findings were pretty
 systematic I
  assume there's gotta be an explanation for this.
 
  -Cale
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
  Reynolds
  Sent: Thursday, December 04, 2003 12:03 AM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] pfnMessageBegin...
 
  { svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity },  //
  23
 
  Its temp ents, y'all have too many.
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   Cale 'Mazor' Dunlap
   Sent: Wednesday, December 03, 2003 9:48 PM
   To: [EMAIL PROTECTED]
   Subject: [hlcoders] pfnMessageBegin...
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   I'm trying to diagnose a nasty lag issue in Firearms 2.9
   right now, and
   it seems to be pointing to the fact that the message with
  the index 23
   is being called WAY too often. The REG_USER_MSG define
   doesn't start the
   messages until like, 70 or something like that, so I
 assume 23 is a
   message that isn't part of the SDK (some entity updating message
   maybe?). This is probably a question for one of the guys
 at valve to
   answer.
  
   If you're not sure what I'm talking about, I'm talking about the
   messages from server-client and how they're indexed. Every time a
   message is registered with the engine, it tags a number on
   it. I'm just
   trying to figure out what number 23 is and hopefully figure
  out where
   it's being called constantly and knock it out.
  
   This bug is at critical priority right now and needs to be
  fixed ASAP,
   an answer very soon would be appreciated.
  
   -Cale 'Mazor' Dunlap
   Programmer
   Firearms Half-Life
   http://www.firearmsmod.com/
  
   --
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
  ___
  To unsubscribe, edit your list preferences, or view the
 list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
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 ___

RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Cale 'Mazor' Dunlap
Our biggest message is 9 bytes and its sent once per client per connect
for the weather system.

It only happens on Internet servers, not LAN or local game. We're
totally stumped, and if this doesn't get fixed, we don't release 2.9.

-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 1:25 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

Sounds like you are sending too much data (too many MESSAGE_BEGIN()'s or
too much data in each).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Cale 'Mazor' Dunlap
 Sent: Wednesday, December 03, 2003 11:09 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

 Ok, it isn't the temp ent messages. It looks like the temp ents were
 just occurring on the map I was testing on, the lag still occurs on
 other maps.

 I turned on net_graph 2 to check out the net traffic. I started up a
 local server and just connected to my own server, I still had hardcore
 lag. I'm not the only one that experienced this either, every
 tester for
 FA has reported this so far. It only seems to happen on
 Internet games,
 I've been told it doesn't happen on LAN games. I also know it doesn't
 happen if I run the game by itself (without a server), using
 -deathmatch
 1 in the command params.

 Could it have something to do with the dedicated server
 software itself?
 We've tried both Steam and WON and we get the same results.

 In regards to my net_graph 2 findings, it looks like there's a pretty
 decent size packet (the graph went 3/4 the way up my screen
 in 1024x768
 res) getting sent every half second on the dot. I also noticed some
 other abnormal findings with the lowest graph (the bluish/orange one).
 It would spike twice then be fine for a few seconds, then it'd spike
 twice again, then be fine. Since my findings were pretty systematic I
 assume there's gotta be an explanation for this.

 -Cale

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Thursday, December 04, 2003 12:03 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

   { svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity },  //
 23

 Its temp ents, y'all have too many.

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Cale 'Mazor' Dunlap
  Sent: Wednesday, December 03, 2003 9:48 PM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] pfnMessageBegin...
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I'm trying to diagnose a nasty lag issue in Firearms 2.9
  right now, and
  it seems to be pointing to the fact that the message with
 the index 23
  is being called WAY too often. The REG_USER_MSG define
  doesn't start the
  messages until like, 70 or something like that, so I assume 23 is a
  message that isn't part of the SDK (some entity updating message
  maybe?). This is probably a question for one of the guys at valve to
  answer.
 
  If you're not sure what I'm talking about, I'm talking about the
  messages from server-client and how they're indexed. Every time a
  message is registered with the engine, it tags a number on
  it. I'm just
  trying to figure out what number 23 is and hopefully figure
 out where
  it's being called constantly and knock it out.
 
  This bug is at critical priority right now and needs to be
 fixed ASAP,
  an answer very soon would be appreciated.
 
  -Cale 'Mazor' Dunlap
  Programmer
  Firearms Half-Life
  http://www.firearmsmod.com/
 
  --
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Cale 'Mazor' Dunlap
Yeah, I found the problem.

There was a value that was being set every frame by
ClientUserInfoChanged in our game rules. I forgot to have it return if
it didn't need to do anything to the keybuffer that frame oops.

-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 2:27 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

Sending 1 byte per user per frame would also cripple you (it's the
volume, not the individual size).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Cale 'Mazor' Dunlap
 Sent: Thursday, December 04, 2003 12:17 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

 Our biggest message is 9 bytes and its sent once per client
 per connect
 for the weather system.

 It only happens on Internet servers, not LAN or local game. We're
 totally stumped, and if this doesn't get fixed, we don't release 2.9.

 -Cale

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Thursday, December 04, 2003 1:25 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] pfnMessageBegin...

 Sounds like you are sending too much data (too many
 MESSAGE_BEGIN()'s or
 too much data in each).

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Cale 'Mazor' Dunlap
  Sent: Wednesday, December 03, 2003 11:09 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] pfnMessageBegin...
 
  Ok, it isn't the temp ent messages. It looks like the temp ents were
  just occurring on the map I was testing on, the lag still occurs on
  other maps.
 
  I turned on net_graph 2 to check out the net traffic. I started up a
  local server and just connected to my own server, I still
 had hardcore
  lag. I'm not the only one that experienced this either, every
  tester for
  FA has reported this so far. It only seems to happen on
  Internet games,
  I've been told it doesn't happen on LAN games. I also know
 it doesn't
  happen if I run the game by itself (without a server), using
  -deathmatch
  1 in the command params.
 
  Could it have something to do with the dedicated server
  software itself?
  We've tried both Steam and WON and we get the same results.
 
  In regards to my net_graph 2 findings, it looks like
 there's a pretty
  decent size packet (the graph went 3/4 the way up my screen
  in 1024x768
  res) getting sent every half second on the dot. I also noticed some
  other abnormal findings with the lowest graph (the
 bluish/orange one).
  It would spike twice then be fine for a few seconds, then it'd spike
  twice again, then be fine. Since my findings were pretty
 systematic I
  assume there's gotta be an explanation for this.
 
  -Cale
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
  Reynolds
  Sent: Thursday, December 04, 2003 12:03 AM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] pfnMessageBegin...
 
  { svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity },  //
  23
 
  Its temp ents, y'all have too many.
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   Cale 'Mazor' Dunlap
   Sent: Wednesday, December 03, 2003 9:48 PM
   To: [EMAIL PROTECTED]
   Subject: [hlcoders] pfnMessageBegin...
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   I'm trying to diagnose a nasty lag issue in Firearms 2.9
   right now, and
   it seems to be pointing to the fact that the message with
  the index 23
   is being called WAY too often. The REG_USER_MSG define
   doesn't start the
   messages until like, 70 or something like that, so I
 assume 23 is a
   message that isn't part of the SDK (some entity updating message
   maybe?). This is probably a question for one of the guys
 at valve to
   answer.
  
   If you're not sure what I'm talking about, I'm talking about the
   messages from server-client and how they're indexed. Every time a
   message is registered with the engine, it tags a number on
   it. I'm just
   trying to figure out what number 23 is and hopefully figure
  out where
   it's being called constantly and knock it out.
  
   This bug is at critical priority right now and needs to be
  fixed ASAP,
   an answer very soon would be appreciated.
  
   -Cale 'Mazor' Dunlap
   Programmer
   Firearms Half-Life
   http://www.firearmsmod.com/
  
   --
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
  ___
  To unsubscribe, edit your list preferences, or view the
 list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
  

RE: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Eric Smith
The ModInstallPath key points to the location where third-party Mods
should be installed for the current user.  If you want to find
Counter-Strike, you could back up one level and check for a folder
called counter-strike.

counter-strike
day of defeat
deathmatch classic
dedicated server
half-life
ricochet
team fortress classic

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Wednesday, December 03, 2003 10:24 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things

Eric Smith wrote:

Eric,

 Steam Install Path (for Mods)
 =
 HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath

Can this key be used to reliably find VALVe Steam Mods, e.g. CS?
That would be interesting for addons and bots. What we currently do is
using this key and going two directory levels up from it's value to find
the directory for the Steam accounts. I was just wondering if this is a
safe method.

Thanks,
Florian


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Re: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Florian Zschocke
Eric Smith wrote:

 If you want to find
 Counter-Strike, you could back up one level and check for a folder
 called counter-strike.

Okay, cool, that's what I wanted to know. Actually we are backing up two
levels in order to check for multiple installations for different users.
I just wanted to make sure this is a valid method.

Thank you,
Florian

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RE: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Eric Smith
That should be fine.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Thursday, December 04, 2003 12:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things

Eric Smith wrote:

 If you want to find
 Counter-Strike, you could back up one level and check for a folder
 called counter-strike.

Okay, cool, that's what I wanted to know. Actually we are backing up two
levels in order to check for multiple installations for different users.
I just wanted to make sure this is a valid method.

Thank you,
Florian

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Re: [hlcoders] pfnMessageBegin...

2003-12-04 Thread tei
Humm...  thats remind something...

I have make a test, eons ago, in my own engine. We have some special tag
for gibs to autofade out. The result whas horrible laggy because the
changes where soo often that the engine whas need to send every update
for every gib for everyframe.. ARGGH!!...
Can be much less laggy to change some value  0.5 every 0.5 s than 0.1
every 0.1 s (x10 less laggy).. The server will send every change, at
every frame, soo some smooth visuals can be againts smooth gameplay.
Even 0.3 every 0.3 is x3 less laggy :D
maybe/not

Alfred Reynolds wrote:
Sending 1 byte per user per frame would also cripple you (it's the
volume, not the individual size).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale 'Mazor' Dunlap
Sent: Thursday, December 04, 2003 12:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
Our biggest message is 9 bytes and its sent once per client
per connect
for the weather system.
It only happens on Internet servers, not LAN or local game. We're
totally stumped, and if this doesn't get fixed, we don't release 2.9.
-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 1:25 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
Sounds like you are sending too much data (too many
MESSAGE_BEGIN()'s or
too much data in each).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale 'Mazor' Dunlap
Sent: Wednesday, December 03, 2003 11:09 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
Ok, it isn't the temp ent messages. It looks like the temp ents were
just occurring on the map I was testing on, the lag still occurs on
other maps.
I turned on net_graph 2 to check out the net traffic. I started up a
local server and just connected to my own server, I still
had hardcore

lag. I'm not the only one that experienced this either, every
tester for
FA has reported this so far. It only seems to happen on
Internet games,
I've been told it doesn't happen on LAN games. I also know
it doesn't

happen if I run the game by itself (without a server), using
-deathmatch
1 in the command params.
Could it have something to do with the dedicated server
software itself?
We've tried both Steam and WON and we get the same results.
In regards to my net_graph 2 findings, it looks like
there's a pretty

decent size packet (the graph went 3/4 the way up my screen
in 1024x768
res) getting sent every half second on the dot. I also noticed some
other abnormal findings with the lowest graph (the
bluish/orange one).

It would spike twice then be fine for a few seconds, then it'd spike
twice again, then be fine. Since my findings were pretty
systematic I

assume there's gotta be an explanation for this.

-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
{ svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity },  //
23
Its temp ents, y'all have too many.

...



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