Skip to search.

Breaking News Visit Yahoo! News for the latest.

×Close this window

metamod · Metamod Half-Life Utility Mod

The Yahoo! Groups Product Blog

Check it out!

Group Information

  • Members: 384
  • Category: Game Programming
  • Founded: Mar 31, 2001
  • Language: English
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Message search is now enhanced, find messages faster. Take it for a spin.

Messages

Advanced
Messages Help
Messages 616 - 645 of 726   Oldest  |  < Older  |  Newer >  |  Newest
Messages: Show Message Summaries Sort by Date ^  
#616 From: "p0_b0y74" <p0_b0y74@...>
Date: Sat Sep 4, 2004 7:39 pm
Subject: Compile Error
p0_b0y74
Send Email Send Email
 
I am getting this error whenever I try to compile the new metamod:

engine_api.cpp: In function `struct sequenceEntry_s * mm_SequenceGet
(const char *, const char *)':
engine_api.cpp:809: assignment to `sequenceEntry_s * (*)(const char
*, const char *)' from `void * (*)(const char *, const char *)'
engine_api.cpp:809: assignment to `sequenceEntry_s * (*)(const char
*, const char *)' from `void * (*)(const char *, const char *)'
engine_api.cpp:809: assignment to `sequenceEntry_s * (*)(const char
*, const char *)' from `void * (*)(const char *, const char *)'
engine_api.cpp: In function `struct sentenceEntry_s *
mm_SequencePickSentence(const char *, int, int *)':
engine_api.cpp:814: assignment to `sentenceEntry_s * (*)(const char
*, int, int *)' from `void * (*)(const char *, int, int *)'
engine_api.cpp:814: assignment to `sentenceEntry_s * (*)(const char
*, int, int *)' from `void * (*)(const char *, int, int *)'
engine_api.cpp:814: assignment to `sentenceEntry_s * (*)(const char
*, int, int *)' from `void * (*)(const char *, int, int *)'
engine_api.cpp: At top level:
engine_api.cpp:1067: initialization to `void * (*)(const char *,
const char *)' from `sequenceEntry_s * (*)(const char *, const char
*)'
engine_api.cpp:1067: initialization to `void * (*)(const char *, int,
int *)' from `sentenceEntry_s * (*)(const char *, int, int *)'
make: *** [debug.linux/engine_api.o] Error 1

I have the updated files but...

I have no clue can anyone help?

#617 From: Florian Zschocke <zschocke@...>
Date: Sun Sep 5, 2004 6:49 pm
Subject: Re: Compile Error
zschocke@...
Send Email Send Email
 
p0_b0y74 wrote:
>
> I am getting this error whenever I try to compile the new metamod:

Make sure that you use the updated SDK files. You can find patched
versions of the SDK as well as patches for the original SDK under
http://metamod.sourceforge.net/files/sdk.

Florian Zschocke

#618 From: Cian Sweeney <skirecs@...>
Date: Fri Sep 10, 2004 2:29 am
Subject: Jaba TV
skirecs@...
Send Email Send Email
 
Anyone know where I could get this plugin, and/or when and if it will
be released?

#619 From: "Kevin Masterson" <cybermind@...>
Date: Fri Sep 10, 2004 4:46 am
Subject: Re: Jaba TV
cybermind@...
Send Email Send Email
 
OLO would probably know better. Check http://www.olo.counter-strike.pl/

#620 From: refux@...
Date: Mon Oct 4, 2004 9:27 pm
Subject: Re: detailed description of trying to get metamod compiling on windoze
refux
Send Email Send Email
 
Finally got around to compiling metamod again.
Downloaded metamod-1.17.2, applied the changes I've mentioned in
previous emails in this thread, and it compiled!
I haven't actually tried using the compiled metamod.dll yet, when I
have more time :)

#621 From: "Heinz" <Yahoogroup4hs@...>
Date: Tue Oct 19, 2004 8:42 pm
Subject: CS:S & metamod
heinzschwallach
Send Email Send Email
 
what about metamod and CS:S ? how can in istall it with source
server ?
i cant find liblist.gam

-any help here ?

#622 From: Florian Zschocke <zschocke@...>
Date: Tue Oct 19, 2004 9:11 pm
Subject: Re: CS:S & metamod
zschocke@...
Send Email Send Email
 
Heinz wrote:

> what about metamod and CS:S ? how can in istall it with source
> server ?

You cannot. The current Metamod does not work with CS:S. There is
no Source version of Metamod yet.

Florian

#623 From: "Dustin" <viperacen@...>
Date: Tue Oct 19, 2004 10:14 pm
Subject: Re: CS:S & metamod
viperacen@...
Send Email Send Email
 
HL2 engine will include a metamod like function.
Metamod will not be needed for HL2 and all of its mods (that includes CSS)

QUOTE: (from HLCoders list)

"> Hello,
>
> I remember someone stating that the HL2 engine will have built-in
> metamod like functionality a while back. Is this actually true? Or is
> it only a myth?
>
> Thanks
> PM

It will be true (just as soon as I write it). Details will be sent to
the list when something is available.

- Alfred"





----- Original Message -----
From: "Florian Zschocke" <zschocke@...>
To: <metamod@yahoogroups.com>
Sent: Tuesday, October 19, 2004 4:11 PM
Subject: Re: [metamod] CS:S & metamod


>
> Heinz wrote:
>
>> what about metamod and CS:S ? how can in istall it with source
>> server ?
>
> You cannot. The current Metamod does not work with CS:S. There is
> no Source version of Metamod yet.
>
> Florian
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>

#624 From: Jason Weisberger <jbdubbs@...>
Date: Wed Oct 20, 2004 3:21 am
Subject: Re: CS:S & metamod
jbdubbs@...
Send Email Send Email
 
Alfred,

What place would Sourcemod hold if you're planning on writing a Metamod
layer for the Source engine.  Is this meant to replace such a project,
or will Sourcemod be able to extend a built-in Metamod's benefits?

Jason Weisberger
http://www.csrev.com

Dustin wrote:

>HL2 engine will include a metamod like function.
>Metamod will not be needed for HL2 and all of its mods (that includes CSS)
>
>QUOTE: (from HLCoders list)
>
>"> Hello,
>
>
>>I remember someone stating that the HL2 engine will have built-in
>>metamod like functionality a while back. Is this actually true? Or is
>>it only a myth?
>>
>>Thanks
>>PM
>>
>>
>
>It will be true (just as soon as I write it). Details will be sent to
>the list when something is available.
>
>- Alfred"
>
>
>
>
>
>----- Original Message -----
>From: "Florian Zschocke" <zschocke@...>
>To: <metamod@yahoogroups.com>
>Sent: Tuesday, October 19, 2004 4:11 PM
>Subject: Re: [metamod] CS:S & metamod
>
>
>
>
>>Heinz wrote:
>>
>>
>>
>>>what about metamod and CS:S ? how can in istall it with source
>>>server ?
>>>
>>>
>>You cannot. The current Metamod does not work with CS:S. There is
>>no Source version of Metamod yet.
>>
>>Florian
>>
>>
>>
>>
>>To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>>
>>
>>Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
>
>
>To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>
>
>

#625 From: David Anderson <player220101@...>
Date: Wed Oct 20, 2004 10:58 pm
Subject: Re: CS:S & metamod
player220101
Send Email Send Email
 
SourceMod is my project and it is irrelevant to
anything valve is planning.  Since Valve plans on
their own Source:Metamod, we'll use it.

Here is what IS relevant: unless alfred changes some
design issues that were apparent in the original
metamod, we'll be re-implementing an internal "fake"
version, much like AMX Mod X has "fakemeta" (an
internal version of metamod used to simulate
functionality for pluggable modules).

   ~dvander

--- Jason Weisberger <jbdubbs@...> wrote:

> Alfred,
>
> What place would Sourcemod hold if you're planning
> on writing a Metamod
> layer for the Source engine.  Is this meant to
> replace such a project,
> or will Sourcemod be able to extend a built-in
> Metamod's benefits?
>
> Jason Weisberger
> http://www.csrev.com
>
> Dustin wrote:
>
> >HL2 engine will include a metamod like function.
> >Metamod will not be needed for HL2 and all of its
> mods (that includes CSS)
> >
> >QUOTE: (from HLCoders list)
> >
> >"> Hello,
> >
> >
> >>I remember someone stating that the HL2 engine
> will have built-in
> >>metamod like functionality a while back. Is this
> actually true? Or is
> >>it only a myth?
> >>
> >>Thanks
> >>PM
> >>
> >>
> >
> >It will be true (just as soon as I write it).
> Details will be sent to
> >the list when something is available.
> >
> >- Alfred"
> >
> >
> >
> >
> >
> >----- Original Message -----
> >From: "Florian Zschocke" <zschocke@...>
> >To: <metamod@yahoogroups.com>
> >Sent: Tuesday, October 19, 2004 4:11 PM
> >Subject: Re: [metamod] CS:S & metamod
> >
> >
> >
> >
> >>Heinz wrote:
> >>
> >>
> >>
> >>>what about metamod and CS:S ? how can in istall
> it with source
> >>>server ?
> >>>
> >>>
> >>You cannot. The current Metamod does not work with
> CS:S. There is
> >>no Source version of Metamod yet.
> >>
> >>Florian
> >>
> >>
> >>
> >>
> >>To unsubscribe, send an email to:
> metamod-unsubscribe@yahoogroups.com
> >>
> >>
> >>Yahoo! Groups Links
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >
> >
> >
> >To unsubscribe, send an email to:
> metamod-unsubscribe@yahoogroups.com
> >
> >
> >Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
>
>
>




_______________________________
Do you Yahoo!?
Declare Yourself - Register online to vote today!
http://vote.yahoo.com

#626 From: Matthew Metnetsky <met@...>
Date: Mon Nov 8, 2004 8:59 pm
Subject: CVS Compilation Errors with GCC 296
met@...
Send Email Send Email
 
Hello,

I'm sorry to bother as I'm sure many people do, but if you have a little
bit of time I'd appreciate your help.

I just downloaded the source for Metamod in order to see just how
everything works and I can't seem to get it to compile.  If at all
possible I was wondering if you could kindly point me in the right
direction.

I'm running GCC 2.96 on RedHat's Fedora Core 1 if that makes any
difference.  The following are my errors:

[mimetnet@syru102-207 metamod]$ make
[snip compilation line]
engine_api.h:114: type specifier omitted for parameter
engine_api.h:114: parse error before `)'
engine_api.h:134: `FN_FUNCTIONFROMNAME' was not declared in this scope
engine_api.h:134: ISO C++ forbids declaration of `uint32' with no type
engine_api.h:134: typedef declaration includes an initializer
engine_api.h:134: confused by earlier errors, bailing out

Any help would be greatly appreciated as I'm trying to build a plugin.

~ Matthew

#627 From: Florian Zschocke <zschocke@...>
Date: Mon Nov 8, 2004 9:38 pm
Subject: Re: CVS Compilation Errors with GCC 296
zschocke@...
Send Email Send Email
 
Matthew Metnetsky wrote:
>
> [mimetnet@syru102-207 metamod]$ make
> [snip compilation line]
> engine_api.h:114: type specifier omitted for parameter
> engine_api.h:114: parse error before `)'
> engine_api.h:134: `FN_FUNCTIONFROMNAME' was not declared in this scope
> engine_api.h:134: ISO C++ forbids declaration of `uint32' with no type
> engine_api.h:134: typedef declaration includes an initializer
> engine_api.h:134: confused by earlier errors, bailing out

I suspect you are using an old version of the SDK. Make sure first that
you have an updated and cleaned up version of the SDK to build Metamod
on.

You can find the SDK under http://metamod.sourceforge.net/files/sdk/

We usually recommend the following for compiling on Linux:
http://metamod.sourceforge.net/files/sdk/hlsdk-2.3-p1.tar.gz

Regards,
Florian

#628 From: cpconn@...
Date: Fri Dec 3, 2004 12:46 am
Subject: Need help converting code
sparo1
Send Email Send Email
 
Hi guys,
I program Pascal and havent been able to find much usable info
regarding moding. Could someone create me a simple DLL that exports
easy to use functions for accessing the HL engine?

I am most concerned with the primary export to 'recieve enginefuncs'.
I need a STRUCTURE definition for an enginefunc.

Second, I need access to console (to input cmds/msgs).

Thats it, sounds like a 15 minute job for someone who is familiar with
HL modding.

My thoughts:
if all the intializing was handled by DLL (to link to HL) all I really
need is a function like:
Function ConsoleInput(CMD: STRING): INTEGER; <-This integer return is
really a pointer to string or sumthing holding the console response
(what you see if you typed into console).

Thanks for any help you can offer.

Sparo

#629 From: "hopingthisoneisnotunavaliable" <hopingthisoneisnotunavaliable@...>
Date: Sun Dec 5, 2004 6:01 pm
Subject: Strange lagging behaviour
hopingthison...
Send Email Send Email
 
Hello,

First I would just like to say that this is the second time I write
this email, so I might miss a few things now because I am pretty
upset :/

My problem is this: I've made a mod for metamod which checks if the
steamid of a player is registered in a database, and if it isn't,
kicks the player out. It also forces the nick to whatever is in the
database. To do this I use mysql and pthreads. I only hook a few
functions: ClientConnect (to start authentication), ClientDisconnect
(to remove players), ClientUserInfoChanged (to see if it contains a
nick-change, and if it does, force it back to whatever was in the
database) and finally Startframe, to kick players out that are done
authenticating and arent registered.

For most of the time, this works out pretty well. The problem is that
from time to time a strange lagging behaviour occurs - text you type
(using say) can take up to a minute to display, the hud and scoreboard
is really lagged, the same goes for scopes (zooming in/out) and
players who should be dead arent (or someone or shouldn't suddenly
die).

After a minute or two, this goes away by itself and the server is
normal again.

Anyone experienced anything similar? I think it's pretty strange that
my modification should cause this, but on the other servers which
doesn't run this mod, we don't seem to have this problem. So
therefore I have to believe the problem is my mod instead of any of
the others that are run, because they are installed on the other
servers as well.

Sometimes, players are dropped as well (but not all as far as I
know), with an error in the console (see bottom for paste). I've
googled a bit around for similar incidents, but didn't really find
anything helpful. Some posts suggested it was a routerproblem or
similar things, it seems unlikely as it seems to only occur on the
servers which run this mod.

If I forgot anything, I am sorry, and will post further details on
request.

Here's a paste from a player who first experienced the strange lag,
then to be kicked:

Error: server failed to transmit file 'AY&SYz'
Last 32 messages parsed.
21678 0023 svc_deltapacketentities
21678 0008 svc_time
21678 0013 svc_clientdata
21678 0023 svc_deltapacketentities
21680 0018 svc_time
21680 0023 svc_clientdata
21680 0033 svc_deltapacketentities
21680 0000 svc_updateuserinfo
21680 0176 ScoreAttrib
21680 0179 ScoreAttrib
21680 0182 ScoreAttrib
21680 0185 ScoreAttrib
21680 0188 ScoreAttrib
21680 0191 ScoreAttrib
21680 0194 ScoreAttrib
21680 0197 ScoreAttrib
21680 0200 ScoreAttrib
21680 0203 ScoreAttrib
21680 0206 Money
21680 0212 svc_setview
Error: server failed to transmit file 'AY&SYz'
Last 32 messages parsed.
21678 0023 svc_deltapacketentities
21678 0008 svc_time
21678 0013 svc_clientdata
21678 0023 svc_deltapacketentities
21680 0018 svc_time
21680 0023 svc_clientdata
21680 0033 svc_deltapacketentities
21680 0000 svc_updateuserinfo
21680 0176 ScoreAttrib
21680 0179 ScoreAttrib
21680 0182 ScoreAttrib
21680 0185 ScoreAttrib
21680 0188 ScoreAttrib
21680 0191 ScoreAttrib
21680 0194 ScoreAttrib
21680 0197 ScoreAttrib
21680 0200 ScoreAttrib
21680 0203 ScoreAttrib
21680 0206 Money
21680 0212 svc_setview

It seems the server is trying to send an invalid file, or atleast
that the filename got messed up somewhere ('AY&SYz').

Some players have reported "svc_cmd: bad server command" as well.

The server is stable and only registered players are let in at any
time, so it works as it should except for this bug.

Any ideas?

(By the way, this is used for counterstrike only.)

Thanks

#630 From: Aurelien Derouineau <cooloreo@...>
Date: Mon Dec 6, 2004 4:40 pm
Subject: Re: Strange lagging behaviour
cooloreo@...
Send Email Send Email
 
Do you think you could post the source of that mod? Maybe it would
help us see if it's a problem with the code or not... It would also
greatly help me, since I am trying to have my own mod to check users
against a database...


On Sun, 05 Dec 2004 18:01:05 -0000, hopingthisoneisnotunavaliable
<hopingthisoneisnotunavaliable@...> wrote:
>
>
> Hello,
>
> First I would just like to say that this is the second time I write
> this email, so I might miss a few things now because I am pretty
> upset :/
>
> My problem is this: I've made a mod for metamod which checks if the
> steamid of a player is registered in a database, and if it isn't,
> kicks the player out. It also forces the nick to whatever is in the
> database. To do this I use mysql and pthreads. I only hook a few
> functions: ClientConnect (to start authentication), ClientDisconnect
> (to remove players), ClientUserInfoChanged (to see if it contains a
> nick-change, and if it does, force it back to whatever was in the
> database) and finally Startframe, to kick players out that are done
> authenticating and arent registered.
>
> For most of the time, this works out pretty well. The problem is that
> from time to time a strange lagging behaviour occurs - text you type
> (using say) can take up to a minute to display, the hud and scoreboard
> is really lagged, the same goes for scopes (zooming in/out) and
> players who should be dead arent (or someone or shouldn't suddenly
> die).
>
> After a minute or two, this goes away by itself and the server is
> normal again.
>
> Anyone experienced anything similar? I think it's pretty strange that
> my modification should cause this, but on the other servers which
> doesn't run this mod, we don't seem to have this problem. So
> therefore I have to believe the problem is my mod instead of any of
> the others that are run, because they are installed on the other
> servers as well.
>
> Sometimes, players are dropped as well (but not all as far as I
> know), with an error in the console (see bottom for paste). I've
> googled a bit around for similar incidents, but didn't really find
> anything helpful. Some posts suggested it was a routerproblem or
> similar things, it seems unlikely as it seems to only occur on the
> servers which run this mod.
>
> If I forgot anything, I am sorry, and will post further details on
> request.
>
> Here's a paste from a player who first experienced the strange lag,
> then to be kicked:
>
> Error: server failed to transmit file 'AY&SYz'
> Last 32 messages parsed.
> 21678 0023 svc_deltapacketentities
> 21678 0008 svc_time
> 21678 0013 svc_clientdata
> 21678 0023 svc_deltapacketentities
> 21680 0018 svc_time
> 21680 0023 svc_clientdata
> 21680 0033 svc_deltapacketentities
> 21680 0000 svc_updateuserinfo
> 21680 0176 ScoreAttrib
> 21680 0179 ScoreAttrib
> 21680 0182 ScoreAttrib
> 21680 0185 ScoreAttrib
> 21680 0188 ScoreAttrib
> 21680 0191 ScoreAttrib
> 21680 0194 ScoreAttrib
> 21680 0197 ScoreAttrib
> 21680 0200 ScoreAttrib
> 21680 0203 ScoreAttrib
> 21680 0206 Money
> 21680 0212 svc_setview
> Error: server failed to transmit file 'AY&SYz'
> Last 32 messages parsed.
> 21678 0023 svc_deltapacketentities
> 21678 0008 svc_time
> 21678 0013 svc_clientdata
> 21678 0023 svc_deltapacketentities
> 21680 0018 svc_time
> 21680 0023 svc_clientdata
> 21680 0033 svc_deltapacketentities
> 21680 0000 svc_updateuserinfo
> 21680 0176 ScoreAttrib
> 21680 0179 ScoreAttrib
> 21680 0182 ScoreAttrib
> 21680 0185 ScoreAttrib
> 21680 0188 ScoreAttrib
> 21680 0191 ScoreAttrib
> 21680 0194 ScoreAttrib
> 21680 0197 ScoreAttrib
> 21680 0200 ScoreAttrib
> 21680 0203 ScoreAttrib
> 21680 0206 Money
> 21680 0212 svc_setview
>
> It seems the server is trying to send an invalid file, or atleast
> that the filename got messed up somewhere ('AY&SYz').
>
> Some players have reported "svc_cmd: bad server command" as well.
>
> The server is stable and only registered players are let in at any
> time, so it works as it should except for this bug.
>
> Any ideas?
>
> (By the way, this is used for counterstrike only.)
>
> Thanks
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
> Yahoo! Groups Links
>
>
>
>
>

#631 From: Aurelien Derouineau <cooloreo@...>
Date: Mon Dec 6, 2004 4:43 pm
Subject: Compiling metamod with Visual C++ .NET
cooloreo@...
Send Email Send Email
 
Could you tell me what options I have to change to be able to compile
metamod under Visual C++ (Studio) .NET, like how to add the Half-Life
SDK includes, etc...

Thanks.

#632 From: "hopingthisoneisnotunavaliable" <hopingthisoneisnotunavaliable@...>
Date: Tue Dec 7, 2004 12:46 am
Subject: Re: Strange lagging behaviour
hopingthison...
Send Email Send Email
 
Hello,

Unfortunately I cannot, as I did this for a company. However, it is
all quite simple:

In ClientConnect I spawn a thread which connects to a *sql database
and checks if the steamid is there. In StartFrame, I check every X
frame/second/whatever if the authentication is complete, and wether or
not it was successful. If it is, he is just removed from the queue. If
he isn't, he is disconnected.

#633 From: Florian Zschocke <zschocke@...>
Date: Tue Dec 7, 2004 8:18 am
Subject: Re: Strange lagging behaviour
zschocke@...
Send Email Send Email
 
Aurelien Derouineau wrote:

> It would also
> greatly help me, since I am trying to have my own mod to check users
> against a database...

You can look at the source code of Admin Mod, it does that too.

Florian

#634 From: Florian Zschocke <zschocke@...>
Date: Tue Dec 7, 2004 9:10 am
Subject: Re: Compiling metamod with Visual C++ .NET
zschocke@...
Send Email Send Email
 
Aurelien Derouineau wrote:
> Could you tell me what options I have to change to be able to compile
> metamod under Visual C++ (Studio) .NET, like how to add the Half-Life
> SDK includes, etc...

There are project files for VS.NET available in the CVS for
Metamod. Aren't they in the source package? If not you can always
get them from the CVS repository.

Florian

#635 From: Aurelien Derouineau <cooloreo@...>
Date: Tue Dec 7, 2004 4:28 am
Subject: Re: Re: Strange lagging behaviour
cooloreo@...
Send Email Send Email
 
"In StartFrame, I check every X
frame/second/whatever if the authentication is complete, and wether or
not it was successful."

The fact that the mod checks every x frames might be a factor in the
lag you are getting, since it has to go through all the players on the
server (i assume), which would take quite some time if you have many,
etc.

I was going to refer you to a program that was already made which
pretty much does what you need, but it looks like you are getting paid
to write one...

On Tue, 07 Dec 2004 00:46:08 -0000, hopingthisoneisnotunavaliable
<hopingthisoneisnotunavaliable@...> wrote:
>
>
> Hello,
>
> Unfortunately I cannot, as I did this for a company. However, it is
> all quite simple:
>
> In ClientConnect I spawn a thread which connects to a *sql database
> and checks if the steamid is there. In StartFrame, I check every X
> frame/second/whatever if the authentication is complete, and wether or
> not it was successful. If it is, he is just removed from the queue. If
> he isn't, he is disconnected.
>
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
> Yahoo! Groups Links
>
>
>
>
>

#636 From: "hopingthisoneisnotunavaliable" <hopingthisoneisnotunavaliable@...>
Date: Tue Dec 7, 2004 3:04 pm
Subject: Re: Strange lagging behaviour
hopingthison...
Send Email Send Email
 
Hello..

--- In metamod@yahoogroups.com, Aurelien Derouineau <cooloreo@g...>
wrote:
> "In StartFrame, I check every X
> frame/second/whatever if the authentication is complete, and wether
or
> not it was successful."
>
> The fact that the mod checks every x frames might be a factor in the
> lag you are getting, since it has to go through all the players on
the
> server (i assume), which would take quite some time if you have
many,
> etc.

Not at all. All it does is first see if it's time to check if anybody
are authenticating and if so are done, and if it's time loop though
the list and either kick them or remove them from the queue. It
wouldn't matter if the playercount was 10-fold, this is happening
FAST. Hardly comparable to all the crossproducts and matrix-operations
going on :)

And the problem only occurs at rare occations, if this was hogging the
server, this would cause it to happen a lot more often, and the result
would be that the server was choking, not that the hud was lagging and
strange things was happening while exeriencing smooth gameplay.

>
> I was going to refer you to a program that was already made which
> pretty much does what you need, but it looks like you are getting
paid
> to write one...

Oh yeah? Someone on this list just mentioned adminmod. I am still very
interested in finding out the cause of this. To be honest, I'm not
sure it's my mod at all, but that's where the complaints have come
from..

#637 From: Florian Zschocke <zschocke@...>
Date: Tue Dec 7, 2004 3:22 pm
Subject: Re: Re: Strange lagging behaviour
zschocke@...
Send Email Send Email
 
hopingthisoneisnotunavaliable wrote:

> Oh yeah? Someone on this list just mentioned adminmod. I am still very
> interested in finding out the cause of this. To be honest, I'm not
> sure it's my mod at all, but that's where the complaints have come
> from..

The only sure way to find out is to disable your plugin on the
server that shows the lags and see if they go away.

Florian

#638 From: Aurelien Derouineau <cooloreo@...>
Date: Fri Dec 10, 2004 4:54 am
Subject: Re: Re: Strange lagging behaviour
cooloreo@...
Send Email Send Email
 
No, it's not adminmod. It's a special mod that does this job
specifically. It took me a while to find, but it looks like it's a
very good program to base a user database feature from.


On Tue, 07 Dec 2004 15:04:10 -0000, hopingthisoneisnotunavaliable
<hopingthisoneisnotunavaliable@...> wrote:
>
>
> Hello..
>
> --- In metamod@yahoogroups.com, Aurelien Derouineau <cooloreo@g...>
> wrote:
>
>
> > "In StartFrame, I check every X
> > frame/second/whatever if the authentication is complete, and wether
> or
> > not it was successful."
> >
> > The fact that the mod checks every x frames might be a factor in the
> > lag you are getting, since it has to go through all the players on
> the
> > server (i assume), which would take quite some time if you have
> many,
> > etc.
>
> Not at all. All it does is first see if it's time to check if anybody
> are authenticating and if so are done, and if it's time loop though
> the list and either kick them or remove them from the queue. It
> wouldn't matter if the playercount was 10-fold, this is happening
> FAST. Hardly comparable to all the crossproducts and matrix-operations
> going on :)
>
> And the problem only occurs at rare occations, if this was hogging the
> server, this would cause it to happen a lot more often, and the result
> would be that the server was choking, not that the hud was lagging and
> strange things was happening while exeriencing smooth gameplay.
>
> >
> > I was going to refer you to a program that was already made which
> > pretty much does what you need, but it looks like you are getting
> paid
> > to write one...
>
> Oh yeah? Someone on this list just mentioned adminmod. I am still very
> interested in finding out the cause of this. To be honest, I'm not
> sure it's my mod at all, but that's where the complaints have come
> from..
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
> Yahoo! Groups Links
>
>
>
>
>

#639 From: "Martin" <cozmicshredder@...>
Date: Fri Feb 4, 2005 4:44 am
Subject: BrainBread in Metamod please
cozmicshredder
Send Email Send Email
 
Can you guys add BrainBread please?

#640 From: Florian Zschocke <zschocke@...>
Date: Fri Feb 4, 2005 9:34 pm
Subject: Re: BrainBread in Metamod please
zschocke@...
Send Email Send Email
 
Martin wrote:
>
> Can you guys add BrainBread please?

Sure. :)

Florian

#641 From: Dave <mewse@...>
Date: Mon Mar 7, 2005 10:37 pm
Subject: Looking for TraceAPI for Win32
mewse@...
Send Email Send Email
 
Hi Guys,

Is there anywhere I can download a win32 binary of the "Trace API"
plugin for metamod? I can't get jghgtrace to work, and the Visual Studio
projects provided with the metamod source only compile metamod.dll itself.

Thanks in advance,
Dave

#642 From: Florian Zschocke <zschocke@...>
Date: Tue Mar 8, 2005 10:13 am
Subject: Re: Looking for TraceAPI for Win32
zschocke@...
Send Email Send Email
 
Dave wrote:

> I can't get jghgtrace to work, and the Visual Studio
> projects provided with the metamod source only compile metamod.dll itself.

If you have VS.NET you can use the attached project files for the
trace plugin. Unpack the zip file into the trace_plugin directory.

Florian

#643 From: "nicjedi1982" <nicjedi@...>
Date: Sat Mar 19, 2005 3:08 pm
Subject: metamod for Xeon CPU
nicjedi1982
Send Email Send Email
 
Hi all, I've a question: my CS server is a Dual Xeon PC; Now, I have
to use the metamod_i386.so because I've a linux server? There isn't a
version for 64 bit?

#644 From: Chuck Gibke <cgibke@...>
Date: Sat Mar 19, 2005 6:56 pm
Subject: Re: metamod for Xeon CPU
cgibke
Send Email Send Email
 
>> Hi all, I've a question: my CS server is a Dual Xeon PC; Now, I have
to use the metamod_i386.so because I've a linux server? There isn't a
version for 64 bit? <<

Right now, there are only the AMD 64 binaries: http://metamod.org

You might give them a try - no idea what the compatibility issues are...


......Chuck

Athlon64 64-bit CS 1.6 server

#645 From: David Anderson <player220101@...>
Date: Sun Mar 20, 2005 4:26 am
Subject: Re: metamod for Xeon CPU
player220101
Send Email Send Email
 
Intel's implementation of the AMD64 architecture is
called EM64-T.  If your processors have this, you can
run AMD64 binaries, if your linux is running in 64-bit
mode.

    ---BAILOPAN

--- Chuck Gibke <cgibke@...> wrote:
> >> Hi all, I've a question: my CS server is a Dual
> Xeon PC; Now, I have
> to use the metamod_i386.so because I've a linux
> server? There isn't a
> version for 64 bit? <<
>
> Right now, there are only the AMD 64 binaries:
> http://metamod.org
>
> You might give them a try - no idea what the
> compatibility issues are...
>
>
> ......Chuck
>
> Athlon64 64-bit CS 1.6 server
>

-----David "BAILOPAN" Anderson
      http://www.tcwonline.org/
      http://www.sourceforge.net/projects/tcwphpalbum/



__________________________________
Do you Yahoo!?
Yahoo! Small Business - Try our new resources site!
http://smallbusiness.yahoo.com/resources/

Messages 616 - 645 of 726   Oldest  |  < Older  |  Newer >  |  Newest
Add to My Yahoo!      XML What's This?

Copyright © 2010 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines NEW - Help