Re: [hlcoders] Array of Arrays as network variable?

2007-07-16 Thread Georg Schmid
--
[ Picked text/plain from multipart/alternative ]
It doesn't even matter whether or not the client must see the other clips.
As long as it's not selected (= currently networked) it won't be changed as
well - right? So we can just leave an old value at the client and show it
forever, since it won't be outdated, unless the player switches to that clip
(which would cause it to be updated again anyways). Kind of a 'cache' at the
client.

On 7/16/07, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> Does the player need to know how much ammo is in all clips for all
> ammo types? Could you just network one set of clips and fill them with
> the current weapon's clips?
>
> Or you could make each clip an entity/class - and only network the
> entity/class to the player that owns it.
>
> That way if the player is only carrying 3 clips then only 3 will be
> networked - and the player can carry an arbitrary amount of clips.
>
> garry
>
>
> On 7/16/07, Jed <[EMAIL PROTECTED]> wrote:
> > Yeah just to clarify, the reasons I need this kind of solution are:
> >
> > * When player drops weapon, they drop just the weapon and what ammo is
> > loaded in it. Any clips of that ammo type stay with the player.
> > * Client needs to be able to see how many clips are left and how much
> > ammo in each for the hud.
> > * Ability to add/remove clips via pickup/drop.
> >
> > - Jed
> >
> > On 16/07/07, Andrew Ritchie <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Garry, that is brilliant. And probably the best soloution, only worry
> about
> > > one clip at a time and leave total ammo to the server, could probably
> > > eliminate some traffic at the same time.
> > > --
> > >
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Re: [hlcoders] Array of Arrays as network variable?

2007-07-16 Thread Georg Schmid
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[ Picked text/plain from multipart/alternative ]
He wants to do an ammo system with individual ammunition clips, so for
instance one can cycle through all the clips, shoot some bullets using one
and then return to a previous one, so there'd be the same amount of bullets
in the current one again. But like already mentioned before, it doesn't
really make sense in terms of gameplay, and the resulting traffic isn't
worth the little feature either.

On 7/16/07, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> Why does the client need to know how much ammo is in each magazine?
>
> Surely it'd work just how it is now - with the client just knowing how
> much is in the 'current' magazine?
>
> Then you could handle all the multiple clip stuff purely on the server.
>
> garry
>
> On 7/16/07, Jed <[EMAIL PROTECTED]> wrote:
> > Yeah but we're doing it slightly different in that you can use half
> > the ammo in a mag, reload which switches to the next and eventually if
> > you keep reloading you come back to the first which is still half
> > empty.
> >
> > Basically for each ammo type I need to define 10 magazine slots and be
> > able to set/get how much ammo is in each.
> >
> > - Jed
> >
> > On 16/07/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > i did a magazine type thing, and didn't need to change any of that.
> > > i just divide total ammo count by the size of the magazine to get
> totals.
> > >
> > >
> > > On 7/15/07, Jed <[EMAIL PROTECTED]> wrote:
> > > >
> > > > No I agree - It sounded bad when I thought of it, hence wanting to
> > > > feel out my lunacy with you folks.
> > > >
> > > > I cant do MyArray[320] as it's related to the ammo types carried by
> > > > the player. Currently their just indexed as Ammo[x] where x is the
> > > > ammo type defined in the game rules.
> > > >
> > > > I want to implement a magazine type system so for the ammo the
> player
> > > > is carrying Ammo[x][y] would have x pointing to the ammo type and x
> to
> > > > one of the magazines of that type being carried.
> > > >
> > > > - Jed
> > > >
> > > > On 14/07/07, Garry Newman <[EMAIL PROTECTED]> wrote:
> > > > > Sounds like an awful idea, but can't you just do MyArray[320].
> > > > >
> > > > > Also, one thing to be aware of with CNetworkArray is that if you
> > > > > change one element it sends the whole thing - not just the element
> > > > > that changed.
> > > > >
> > > > > On 7/14/07, Jed <[EMAIL PROTECTED]> wrote:
> > > > > > OK heres a tricky one.
> > > > > >
> > > > > > How can I sent a 2 dimensional array as a network variable? I.e.
> > > > > > instead of having myArray[x] I want myArray[x][y].
> > > > > >
> > > > > > I've already got CNetworkArray( int, myArrray, 32 ) but how
> could I do
> > > > > > a 32 x 10 array as a network var?
> > > > > >
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> > > --
> > > -omega
> > > --
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Re: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-10 Thread Georg Schmid
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[ Picked text/plain from multipart/alternative ]
Talking about external applications, is there anywhere information on that
subject?
I've always been wondering how to contact the master server and get game
details - same would apply to certain other servers, as like HLSW can
connect and send commands.
Is there any documentation for the communication on the rcon port?

On 2/10/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> Mods are unaffected by this change, as Mr Bloody says it is only for
> external applications that run outside of our Mod environment.
>
> - Alfred
>
> [EMAIL PROTECTED] wrote:
> > My guess is that he wasn't talking about mods.  He was talking about
> > like a PHP page or whatever that queries the master server and shows
> > a list of game servers.
> >
> > At 2007/02/09 03:12 PM, Greg Scott wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Question on as this applying to Mods:: Does steam take care of the
> >> master
> >> server tracking for mods from the steam browser, or is there a code
> >> section
> >> that will need to be changed? did a quick serch through code for the
> >> old IP
> >> and came up with nothing, but better to make sure than run into
> >> unexpected
> >> errors.
> >>
> >> On 2/9/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
> >>> Alfred Reynolds wrote:
>  We are doing some network re-arrangements and the external master
>  servers for Half-Life 1 and Half-Life 2 games are moving to a new
>  location. You should now use:
> 
>  Half-Life 1 games (CS 1.6, HLDM, DoD, etc):
>  hl1master.steampowered.com:27010
> 
>  Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games
>  (The Ship, Dark Messiah): hl2master.steampowered.com:27011
> 
>  We expect to move the location of the master servers on a more
>  regular basis going forward so it is important that you update any
>  software requesting details from these servers to uses these DNS
>  entries to track the correct endpoints to use (and have them check
>  that the entry has not changed on a daily basis).
> 
>  The existing server on 207.173.177.11 will cease answering
>  requests at the end of this month.
> 
>  - Alfred
> 
> 
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