Deadman Standing wrote:
Or just make the client side handle the fade so the server sends only 1
message and clients do the rest.
Yes. I suspect with HL its easyer this way... and maybe handle some
"fake damage" with torchs and others decors. footsteps, of course
(already at hl), heathbeats (todo),.
y, December 04, 2003 12:17 AM
>>To: [EMAIL PROTECTED]
>>Subject: RE: [hlcoders] pfnMessageBegin...
>>
>>Our biggest message is 9 bytes and its sent once per client
>>per connect
>>for the weather system.
>>
>>It only happens on Internet serve
e per user per frame would also cripple you (it's the
volume, not the individual size).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale 'Mazor' Dunlap
Sent: Thursday, December 04, 2003 12:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoder
EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 2:27 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
Sending 1 byte per user per frame would also cripple you (it's the
volume, not the individual size).
> -Original Message-
> From:
EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 1:25 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
Sounds like you are sending too much data (too many MESSAGE_BEGIN()'s or
too much data in each).
> -Original Mess
; To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] pfnMessageBegin...
>
> Our biggest message is 9 bytes and its sent once per client
> per connect
> for the weather system.
>
> It only happens on Internet servers, not LAN or local game. We're
> totally stumped,
; To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] pfnMessageBegin...
>
> Ok, it isn't the temp ent messages. It looks like the temp ents were
> just occurring on the map I was testing on, the lag still occurs on
> other maps.
>
> I turned on net_graph 2 to check out the net t
I
assume there's gotta be an explanation for this.
-Cale
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
{ svc_temp_e
003 10:48 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] pfnMessageBegin...
>
> .
>
> GREAAAT
>
> Would sounds in maps cause that message to fire?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
.
GREAAAT
Would sounds in maps cause that message to fire?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin
, December 03, 2003 9:48 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] pfnMessageBegin...
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm trying to diagnose a nasty lag issue in Firearms 2.9
> right now, and
>
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm trying to diagnose a nasty lag issue in Firearms 2.9 right now, and
it seems to be pointing to the fact that the message with the index 23
is being called WAY too often. The REG_USER_MSG define does
you would need to monitor the pfnRegUserMsg() at startup to map the string
to its number. See Botmans bot code for an example.
Brian A. Stumm wrote:
> On Fri, 26 Sep 2003, Alfred Reynolds wrote:
>
>> listen for the "ScoreInfo" message (this has not changed).
>
> What number is the ScoreInfo messag
listen for the "ScoreInfo" message (this has not changed).
Brian A. Stumm wrote:
> pfnMessageBegin: edict=0 dest=2 type=93
>
> I have been intercepting this message in order to get information
> about the team related scores in TFC. Since upgrading to steam my
> code no longer works to get "team s
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