/NODEFAULTLIB:libcmtd.lib...
try 500 unresolved externals.
I formatted not long ago, installed vs6 sp 5
downloaded sdk2.3, compiled it and set it up for the debugger
put one line of code in to crash it pPlayer=NULL then I deferenced pPlayer
and it gives me a mscvr70 error and wont point me to t
[ Converted text/html to text/plain ]
Three questions:
How fast is your computer? If you are below 1 GHz, that could be the problem.
How are you connected to the internet? If it is with a 56K modem, your server
will lag. You probably shouldn't be running a server without DSL or cable
modem.
Wha
can you help me!!
ive made a server but at each time someone join the game his ping is really
high and he lags how can i fix that!!
Thx patrick
_
Scan and help eliminate destructive viruses from your inbound and outbound
e-mail and att
Tom Grim wrote:
We were successfully able to reproduce getting a
"bugged" player on Counter-Strike, DoD, and HLDM in
Steam. Additionally, we were able to recreate it in
Counter-Strike 1.5 and HLDM in Won Half-Life also
(didn't try DoD).
I know CS uses 9 point blending, I believe DoD does as well.
I think a Valve employee should do "Find in Files" on "<
gpGlobals->maxClients".
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
I started a debug session with hlds. I joined my server, typed "reconnect",
the server crashed and the debugger pointed me to this line where
"m_pCompany->m_flAmmoReplication" was used without checking that m_pCompany
wasn't NULL first. Ooops :(
> Message: 7
> From: "voogru" <[EMAIL PROTECTED]>
>
I'm here to just put my 2 cents in. I'm actually one
of the new coders for NS and have been working at
finding a solution for our "hitbox" issue that's
happening with player N of a server with maxplayers
set at N.
I have been working with Arithon on reproducing it and
narrowing down what was hap
7 matches
Mail list logo