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<0> rathergood.com sure do make weird videos <0> http://www.rathergood.com/knees/ <0> heh <0> goodnight guys :) <1> eandy <1> *randy <2> Chuck Norris can divide by zero. <2> http://www.chucknorrisfacts.com <3> haha is that one really on there? <3> \ <3> thats pretty amusing <4> there're a lot of math jokes up there <4> like "chuck norris has counted to infinity. twice." <2> yah lmao <2> TWICE <2> physcis too
<2> Newton's Third Law is wrong: Although it states that for each action, there is an equal and opposite reaction, there is no force equal in reaction to a Chuck Norris roundhouse kick. <2> StoneCydh they are FACTS not jokes !!!!!! <2> its all troo <4> yeah, especially the ones i wrote <4> all facts <5> i am making a global message protocal, i need to ***osiate strings with some type of message id, what type of container should i use, should i store the string in an array, or just use #define, any suggestions <4> are these strings always constant <5> strings* not string <5> StoneCydh: yes <4> then just enumerate them and keep the string pointers in a table <3> you had better new each character for good measure <4> enum Colors { ecRed = 0, ecOrange, ecYellow, ecGreen }; const char* ColorStrings = { "#f00", "#f80", "#ff0", "#0f0" }; <5> enumerate the id, and ***osiate the enum with an array? <5> cattack: not sending the string in the packet :P and the id will be an int <4> well technically the two aren't ***ociated in any way other than that you know they're meant to be used together <4> but yes, that's my opinion of the cleanest method <5> aha, okay thank you <5> would would i handle network security/packet authenticity, in the case of, sending a damage that is generate from a weapon that is charged on client side.. player holds down mouse to charge, releases mouse to attack.. should i send a packet when the player presses down the mouse, and when he releases also, then server side check the time diffrence to generate the damage amount? what about lag? <5> how* would i <3> *drum roll* oooo we just got back a response from sony regarding our cert submission <3> two weeks without a word >_< <3> lazy bastards <6> heh <7> Hello :) <8> Why hello there Mr. [Relic]. Perhaps you should've knocked first. <9> what up <3> mess, think of it like this: from a security stand point the ideal configuration would be one in which there was no client side decision making at all. input on the client side would be instantly transmited to the server and world events that take place as a result would be returned. if you wish to be mindfull of security then you will work backwards from that point <3> your project is going to have unique considerations dictating how far off from that model you will need to go ... in a real time shooter there will obviouslly be lots of processing overhead. <3> how much of it will you need to defer to the client? how much of that will need to be authenticated? until you have defined the confines of your project there isn't really a write or wrong answer to what you present above <3> in other words, dont fret too much about that kind of stuff at this stage in your experience <10> lots of games these days, are trying to take a different approach towards stopping exploiters, by using client side detection of 3rd party apps, e.g. Warden <10> i know from personal experience though, that Warden only catches unsophisticated exploiters, the smarter ones skate right by :) <11> gz <12> gg <12> Happy VD chandler_ <11> happy vd <12> huhu <12> u momz had a happy vd <11> lolz nevar <12> I'm sayin valentine'z day, wut u thinkin? ;D <11> :o <11> a disease <12> pwngd <13> Anyone know of an irc channel for ut2k4 scripting? <4> a lot of scripting languages are ECMAscript, python or lua derivatives. I don't know whether UT2k4 is custom or not, but you should find out; it may be that there's a much larger group of available programmers. <13> hrmm, true, I'm pretty sure it's their own language though, and having people with in context knowledge of ut2k4 would be more useful for me <4> okay, just a thought. to answer you directly, i've never heard of such a channel. newsgroups are more likely. <13> I can pick up the programming language relatively easily. <13> yeah there is some online content, wikis and such... I was just hoping to find a more interactive community <14> a UnrealScript is its own thing <13> Even a ut moding channel in general, it doesn't need to be about the scripting per se. <15> try #unrealscript at irc.gameslink.net <13> k <15> some of the best unrealscript coders float by there often <13> hrmm, do you know any actual US gameslink servers? that dns is not resolving <15> hmm, try irc.enterthegame.com <13> k that worked. <13> thanks. <15> also #unrealed on enterthegame <13> nice, thanks. <13> a good number of folks there, maybe they know of some more channels too.
<15> yup :) <11> hi im back <16> word <17> interesting is the w3rd <16> bf2 1.2 patch is out today <16> fixes jillians of issues <16> :D <18> good? <18> any good <16> yesh <18> ? <17> issues only? <16> i havent got it yet <18> LOL <17> or enhancement? <16> they added new weapons too <18> well everytime they promise <16> new sniper rifle <18> they only made it worst <16> and stuff <18> new sniper rifle? <18> cool <16> yesh <18> wonder which one it is <17> the UI team should be fired <16> and another new rifle <18> haha <18> yeh UI team <18> I hear ya <18> gamespy should be FIRED <16> :P <4> from a cannon <16> i dont use gamespy <4> gamespy is the double worst ever <16> i use the all seeing eye <4> of sauron? <18> that game browser is worst <17> zig how big is the download? <16> 80mb for the incremental update <16> 280mb for the full update <16> not bad either way <17> how is it incremental? <16> if u got 1.12 then u can update to 1.2 at 80mb <17> OHJ <16> else u gotta get the 1.2 at 280 mb <17> ROGER <16> i got 5 mins in line for the download <16> hopefully it will be quick ;) <18> hehe <16> i tried looking at my favorites list an 13/15 of them are updated already :/ <18> so whois going to get that EURO forces? <16> dunno <16> its only like a 10$ update <16> i'll prolly get it just to see what its all about <18> hey <16> hell thats only like 1 lunch ;) <18> did anyone get this : MOD Light Map Samples (710MB) <18> what's that about? <16> not i <17> i sooo wanna be the europe troops. umm not <18> I just notice that <16> the light map samples are required to gen lightmaps on yer custom terrains <18> 700 mb of a program to generate lightmaps?! <16> i dunno.. <8> i dunno are they? <18> seems a bit excessive <16> i havent downloaded it yet <16> i dont plan on it either <16> i'm sure it has to do with lots of random crap <16> light mapping is very complex stuff <16> esp when you have huge terrains <16> and dont plan on taking 2-3 weeks to generate lightmaps on yer full terrain + static meshes
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