I am curious as to how the server sends information for players.
If I have a number of lives for a player, say 10, and each time the
player dies they lose 1. That means say every 1 1/2 minutes the
variable would change. However I have a HUD element that shows the
players lives. This accesses
Jeff Fearn wrote:
I can see how exploiting lag compensation could allow you to speed up
by a factor or two, but the hacks I have seen have been measured in
magnitudes.
I don't believe lag compensation has any visual (rendering) component to
it. It's solely used on the server to determine if
Ok, thanks, so that would mean that the best way would really be just
a usermessage?
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Trial and error
As i said, check that your update packet is not going
to bottel neck, and use that if its going to be easy
to maintain, and code
I am going through alot of the SDK and messing up all
sorts of stuff, but have not had the time to setup a
remote server/client for my message q's
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Andrew (British_Bomber) wrote:
Ok, thanks, so that would mean that the best way would really be just
a usermessage?
Yes. If you have something that changes only once in a while, just
create a new network message for that specific item. Then send that
network message when that item is
Sega Animanium, a 3D character animation software that
has been used by a number of prominent animation
studios and videogame developers in Japan, is now
available in both a full version and a newly released
lite version.
https://secure.usaindexweb.com/animanium/php/download.php
XSI 3.5 (Mod
This is a multi-part message in MIME format.
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Just want to commend the person at Valve who fixed it up :) cheers!
This email and any files transmitted with it are confidential
On 6/10/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Jeff Fearn wrote:
I can see how exploiting lag compensation could allow you to speed up
by a factor or two, but the hacks I have seen have been measured in
magnitudes.
I don't believe lag compensation has any visual
Alfred, when you get a moment, can you let me know how this discussion is going?
Even if your team could provide a different interface (rather than IEngine), it
would solve the crying of many a poor admin. Changing the engine interface is
not necessary, that's just the most logical place for it,
As promised, this email contains examples of the sorts of things that plugin
authors cannot manage in Source without some method to insert commands at the
beginning of the server command queue. This ability is vital for any plugin
wishing to create meta console commands. I.e. commands like
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