Gamestudio Links
Zorro Links
Newest Posts
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 1,459 guests, and 9 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19058 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: populace crash [Re: Germanunkol] #170311
12/11/07 02:48
12/11/07 02:48
Joined: Aug 2005
Posts: 19
E
ecg_dev_dude Offline
Newbie
ecg_dev_dude  Offline
Newbie
E

Joined: Aug 2005
Posts: 19
I will see if I can get a hook into the code to remove the crash.

Re: populace crash [Re: ecg_dev_dude] #170312
12/11/07 19:32
12/11/07 19:32
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline OP
Expert
Germanunkol  Offline OP
Expert

Joined: Jun 2006
Posts: 2,640
Earth
while you're at it, taking out the short lag that happens when creating an mp entity would not be bad either (although probably a bit more difficult.)
for the client crash when connecting, why not just make the function return a value, and when the value's 0, it failed to connect?
just don't let the function keep trying for ever, it seems like that would cause the problem...

right now we're going to work around it with a new dll from adoado. instead of transfering a file, this new one can just "ping" the server. if he's there, we'll connect.


~"I never let school interfere with my education"~
-Mark Twain
Re: populace crash [Re: Germanunkol] #170313
01/16/08 17:15
01/16/08 17:15
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline OP
Expert
Germanunkol  Offline OP
Expert

Joined: Jun 2006
Posts: 2,640
Earth
ûh... nothing new?


~"I never let school interfere with my education"~
-Mark Twain
Re: populace crash [Re: Germanunkol] #170314
01/19/08 08:40
01/19/08 08:40
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline
Expert
Locoweed  Offline
Expert
L

Joined: Oct 2002
Posts: 2,256
Oz
Be patient, many awesome improvements coming soon, trust me or trust me not (up to you). Fun improvements on the way. The programmer is focused on a game right now, but shouldn't be long until there is an cool Populace update.

I work with it every day. I know something, maybe.

Loco


Professional A8.30
Spoils of War - East Coast Games
Re: populace crash [Re: Locoweed] #170315
01/21/08 19:31
01/21/08 19:31
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline OP
Expert
Germanunkol  Offline OP
Expert

Joined: Jun 2006
Posts: 2,640
Earth
very cool ... thanks!!


~"I never let school interfere with my education"~
-Mark Twain
yet again: populace questions.. [Re: Germanunkol] #170316
02/11/08 19:01
02/11/08 19:01
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline OP
Expert
Germanunkol  Offline OP
Expert

Joined: Jun 2006
Posts: 2,640
Earth
How can I connect to a user who's on the same router as me?
I want to set up a lan game.
so far, nothing has worked. I tried giving mp_connectclient an empty string as the ip address parameter, I tried giving it all sorts of ips of the other computer...

When I start the game twice on the same pc and don't give an ip adress (empty string) it connects fine. but then I get an "possible endless loop in MP_SendChatMessage" when trying to send the player name across to the host...

help?!

Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: yet again: populace questions.. [Re: Germanunkol] #170317
02/14/08 13:36
02/14/08 13:36
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline OP
Expert
Germanunkol  Offline OP
Expert

Joined: Jun 2006
Posts: 2,640
Earth
all right.. I got it. the ports I opened were opened at the wrong place, or something, and it's working now. the possible endless loop was actually not in mp_sendchatmessage, it just told me so because the function was IN an endless loop...

sorry guys,
Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: yet again: populace questions.. [Re: Germanunkol] #170318
03/26/08 18:48
03/26/08 18:48
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline OP
Expert
Germanunkol  Offline OP
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Quote:

//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//DLL Function: MP_KillEntity
//Purpose: If an entity has been removed, you MUST call this function to cleanup all copies of
// the entity that are on all remote machines.
//Parameters:
// pEnt - (type 'C-Script' ENTITY) - multiplayer entity that you wish to kill/destroy
//-------------------------------------------------------------------------------------------------
dllfunction MP_KillEntity(pEnt);





I don't get it.
"If an entity has been removed, you MUST call this function to cleanup all copies of"... if an entity has been removed, and I type: MP_KillEntity(entity) aferwards, the entity pointer is null.. so... what the heck??

also: do I call this on the client who created the entity? or the server? or... all clients?

if I use mp_killentity, will there still be an entity afterwards that I need to remove using ent_remove, like this:

mp_killentity(player);
ent_remove(player);

?? help!?


~"I never let school interfere with my education"~
-Mark Twain
Re: yet again: populace questions.. [Re: Germanunkol] #170319
03/27/08 10:10
03/27/08 10:10
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
as far as I remember, killentity kills the entite on the server, but you have to remove the entitie on every client by hand.
so yes, first kill entity, then ent_remove.

Page 2 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1