Re: [hlcoders] Overflow problem

2001-12-04 Thread randomnine
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

2001-12-04 Thread Nathan Taylor
: 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,

Re: [hlcoders] Overflow problem

2001-12-04 Thread randomnine
>>“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

Re: [hlcoders] Overflow problem

2001-11-28 Thread _Phantom_
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

RE: [hlcoders] Overflow problem

2001-11-28 Thread Leon Hartwig
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

Re: [hlcoders] Overflow problem

2001-11-28 Thread Reedbeta
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

RE: [hlcoders] Overflow problem

2001-11-28 Thread David Flor
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

Re: [hlcoders] Overflow problem

2001-11-28 Thread omega
: _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

Re: [hlcoders] Overflow problem

2001-11-28 Thread _Phantom_
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

RE: [hlcoders] Overflow problem

2001-11-28 Thread David Flor
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

Re: [hlcoders] Overflow problem

2001-11-28 Thread Cortex
try to use WRITE_SHORT instead of WRITE_WORDS.   CortexHL Albator coder & mapperwww.hlalbator.fr.st - Original Message - From: _Phantom_ To: [EMAIL PROTECTED]

RE: [hlcoders] Overflow problem

2001-11-28 Thread Mark Gornall
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

Re: [hlcoders] Overflow problem

2001-11-28 Thread [BD]Avatar-X
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

Re: [hlcoders] Overflow problem

2001-11-28 Thread botman
>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

RE: [hlcoders] Overflow problem

2001-11-28 Thread Mark Gornall
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

Re: [hlcoders] Overflow problem

2001-11-27 Thread [BD]Avatar-X
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

Re: [hlcoders] Overflow problem

2001-11-27 Thread Miguel Aleman
>"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 your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/l

Re: [hlcoders] Overflow problem

2001-11-27 Thread randomnine
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

Re: [hlcoders] Overflow problem

2001-11-27 Thread _Phantom_
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

Re: [hlcoders] Overflow problem

2001-11-27 Thread OneEyedGhoul
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...

Re: [hlcoders] Overflow problem

2001-11-27 Thread _Phantom_
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... __

Re: [hlcoders] Overflow problem

2001-11-27 Thread botman
> 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

RE: [hlcoders] Overflow problem

2001-11-27 Thread Leon Hartwig
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