ent: Tuesday, December 04, 2001 3:32 AM
>To: [EMAIL PROTECTED]
>Subject: Re: [hlcoders] Overflow problem
>
>>>ýýýthat it isn't updated. Viola!ýýý
>
>>Did you know that a Viola is a type of stringed instrument, slightly larger than a
>violin?
>
>I did that
: Re: [hlcoders] Overflow problem >>“that it isn't updated. Viola!“>Did you know that a Viola is a type of stringed instrument, slightly larger than a violin?I did that on purpose instead of "voila", because it was *funny*. At the time. After I sent it to the list I thought,
>>that it isn't updated. Viola!
>Did you know that a Viola is a type of stringed instrument, slightly larger than a
>violin?
I did that on purpose instead of "voila", because it was *funny*. At the time. After I
sent it to the list I thought, hey, now 500 people are going to correct me. Hurr
th it.
- Original Message -
From: "Leon Hartwig" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, November 29, 2001 1:14 AM
Subject: RE: [hlcoders] Overflow problem
> I don't think his problem is one message per second...Probably more like
> he's
nesday, November 28, 2001 5:06 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Overflow problem
>
>
> I think the best solution is probably to send the messages
> less often. IE, you
> don't need to regenerate 1 armour unit (or whatever) per
> second, you could
I think the best solution is probably to send the messages less often. IE, you
don't need to regenerate 1 armour unit (or whatever) per second, you could just
do 10 armour units per 10 seconds. That would reduce the net traffic due to
the armour message by a factor of 10. Or you could just pred
ened Interactivehttp://www.nofadz.com/blackened
- Original Message -
From:
_Phantom_
To: [EMAIL PROTECTED]
Sent: Wednesday, November 28, 2001 1:32
PM
Subject: Re: [hlcoders] Overflow
problem
I was thinking about doing the same idea f
:
_Phantom_
To: [EMAIL PROTECTED]
Sent: Wednesday, November 28, 2001 1:32
PM
Subject: Re: [hlcoders] Overflow
problem
I was thinking about doing the same idea from a
different angle, instead of having values 0 -> 6000 on the client I was
going to change it so the ser
essage -
From:
David
Flor
To: [EMAIL PROTECTED]
Sent: Wednesday, November 28, 2001 4:31
PM
Subject: RE: [hlcoders] Overflow
problem
You
might want to consider making that variable part of the client data so that
it's (1) bit packed, and (2) processed thr
ECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
CortexSent: Wednesday, November 28, 2001 10:47 AMTo:
[EMAIL PROTECTED]Subject: Re: [hlcoders] Overflow
problem
try to use WRITE_SHORT instead of WRITE_WORDS.
Cort
try to use WRITE_SHORT instead of WRITE_WORDS.
CortexHL
Albator coder & mapperwww.hlalbator.fr.st
- Original Message -
From:
_Phantom_
To: [EMAIL PROTECTED]
Hi,
OK I'll have a look at my MESSAGE_BEGIN's but I can't think of any that
I'm sending a lot. My problem is trying to reproduce it so I can tell if
I've improved it at all, is there any debug methods like setting my 'rate'
very high or using 'fakelag' or something?
Also, for players on the net
test plz ignore im having email trouble (stupid athome)
botman wrote:
> >Is adding a few more ints to the delta.lst likely to cause this? Or is
> it
> > more likely MESSAGE_BEGIN's being used too much?
> > Is there handy any techniques for tracking them down?
> >
> > Thanks,
> > Mark.
>
> T
>Is adding a few more ints to the delta.lst likely to cause this? Or is
it
> more likely MESSAGE_BEGIN's being used too much?
> Is there handy any techniques for tracking them down?
>
> Thanks,
> Mark.
The delta.lst file won't likely be the cause of this (unless you've added
hundreds of vari
Hi,
Is adding a few more ints to the delta.lst likely to cause this? Or is it
more likely MESSAGE_BEGIN's being used too much?
Is there handy any techniques for tracking them down?
Thanks,
Mark.
__
This mail has been scanned for all kn
Haha, so funny. Now shut up before I stick you in a jail cello!!
-av
Miguel Aleman wrote:
> >"that it isn't updated. Viola!"
>
> Did you know that a Viola is a type of stringed instrument, slightly larger
> than a violin?
>
> ___
> To unsubscribe, edit
>"that it isn't updated. Viola!"
Did you know that a Viola is a type of stringed instrument, slightly larger
than a violin?
___
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Add to the armour's value on the client as well, and set the stored client's value to
the new value whenever you add some on the server so that it isn't updated. Viola!
-randomnine-
>Ah, yes, ta Leon and Botman.. I think I've worked it out... the armor
>regenerates for the whole game, so it's p
hehehe, nice idea.. I'll consider it when I got alot of money :D
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, November 27, 2001 11:59 PM
Subject: Re: [hlcoders] Overflow problem
Pay Valve a load of money for the HL engine code and then modif
Pay Valve a load of money for the HL engine code and then modify the amount of data the player con recieve from messages.. :)
~Ghoul
Lets leave it at that...
Ah, yes, ta Leon and Botman.. I think I've worked it out... the armor
regenerates for the whole game, so it's probably those armor messages that
are causing the problem (100 -> 6000 takes a while) as that was the only
major change since the last test.
So, I now need a new way around it...
__
> For some reason we can't track down the current version of the code is
> dropping clients out with the error :
>
> SZ_GetSpace: overflow on netchan->message
> WARNING: reliable overflow for
>
> Now, I've done a global search for SZ__GetSpace, netchan, and 'WARNING ...
'
> for both client and se
This happens when a player's pending data buffer fills up. People see this
when a player is really lagged or their connection to the server is
otherwise going bad. This could also be happening if you are trying to send
client(s) too much data with messages. If the only messaging change you've
m
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