Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-18 Thread Tony "omega" Sergi
AFAIK networked vectors send the entire vector every time any element in them change. if nothing in the vector changes, the vector doesn't update. I may be wrong, but that's the way I've understood it to be. If you want a really good place to look to understand how the network delta stuff works (

Re: [hlcoders] Increase game speed like Fast Forwording time in the Sims

2014-02-18 Thread Phlox Icon
That's exactly what I was looking for. Thanks. http://wiki.sourceruns.org/wiki/Host_timescale On 18 February 2014 15:27, wrote: > The cvar host_timescale would be something to look at. > > - ScarT > > *From:* Phlox Icon > *Sent:* Tuesday, February 18, 2014 4:25 PM > *To:* hlcoders > > I wa

Re: [hlcoders] Increase game speed like Fast Forwording time in the Sims

2014-02-18 Thread tobias.kammersgaard
The cvar host_timescale would be something to look at. - ScarT From: Phlox Icon Sent: ‎Tuesday‎, ‎February‎ ‎18‎, ‎2014 ‎4‎:‎25‎ ‎PM To: hlcoders I want to run a scenario hundreds of times to record the outcome. I'm running a very powerful computer but the game only plays out at a spe

[hlcoders] Increase game speed like Fast Forwording time in the Sims

2014-02-18 Thread Phlox Icon
I want to run a scenario hundreds of times to record the outcome. I'm running a very powerful computer but the game only plays out at a speed suitable to human viewing. I just want the scenario played out quickly. How can I increase the speed of play like fast forwording time in The Sims? Thanks _

Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-18 Thread Jorge Rodriguez
I'm going to assume your inventory is part of a third object, a CInventoryChest or something, because that's the way your question makes the most sense. You may be able to follow the code, because files like dt_send.cpp have a lot of information that could help you. You'll probably just have to do