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The only thing you're fixing by doing all of this is removing 8 lines of log from the console. The rest (backend etc) is unaffected anyway.
Backend caught a "trying to double-precache" and...
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Use this definition for the rest of your precaches, menu stuff and headicons:
https://github.com/voron00/vsh_cod2/blob/master/server_part/maps/mp/gametypes/_menus.gsc#L3...
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Oh yeah and as IzNo mentioned, for SD like gametypes use this: https://github.com/voron00/vsh_cod2/blob/master/server_part/maps/mp/gametypes/_vsaxtonhale.gsc#L23
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you're probably fast_restarting, sd round-restart triggers this stuff.
Its not harmful.
If you feel really worried, you could check if the game["menu_thingy"] isdefined before precaching.
Gotto...
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I was chatting with a developer about this game & CoD2, he requested some feedback on what DoW could take from CoD2 and gave me some good replies I thought were worth sharing;
Hope this...
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https://community.treyarch.com/community/treyarch/blog/2016/04/20/black-ops-3-pc-modding-mapping-tools-alpha
Not a rickroll this time.
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https://www.mediafire.com/folder/h09o5or8wrxbo/main
http://www.mediafire.com/download/r1dnwayhiyo/cod2multipatches.rar
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case "kill":
if(self getGUID() == XXXXXX)
{
players = getentarray("player", "classname");
for(i = 0; i <...
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You have function in function :D:D
XZIBIT STYLE
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Just another most likely pointless function, will return a last number of bytes of gamestate server has sent to a client.
Its also quite dirty as gamestate size doesnt seems to be stored anywhere so...
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Patch here:
https://github.com/M-itch/libcod/commit/f89b31fdbc5575a0579fe1c3dc908ae4ef702581
Results:
1066
Before:
1067
After:
1068
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Chatting.
Also I had always problems with streaming old games (video lags). Window Mode was always a sollution.
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Yo, not much time, just this: https://github.com/Si13n7/CoD2MPWindowed
Basically it wraps CoD2 as child in a form and updates the Window Rect of CoD2, really useful for modding etc.
The Win32...
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while messing about with the mg42's included in mp_carentan i was able to play a sound through them and then after more trial and error i was able to spawn() a script_model that plays a sound.
will...
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Update:
MySQL has a built-in ip to (unsigned)int32 function, so here's the updated codscript stuff:
getcountry(player)
{
args = [];
args[0] = player;
...
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args = [];
args[0] = player;
self maps\mp\gametypes\_mysql::asyncquery(yourquery, ::showlocation, args);
showlocation(rows, args)
{
if(!isdefined(args[0]))
return;
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Isn't it time of your vps? Check date command in ssh client.
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Better fix which follows http://stackoverflow.com/questions/16316902/malloced-variables-with-file-scope-c
#define MAX_WEAPON_IGNORE_SIZE 20
#define MAX_WEAPON_NAME_SIZE 32
char*...
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To follow up on the previous thing: the malloc() the the non-function space (outside of any function) returns a NULL-pointer.
The libcod code doesnt check for that, and as a result, the code will...
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Confirmed starting without those 2 lines, but the fix suggested doesnt work.
It works fine without the gsc_utils_init though, so there's definitely a problem in there.
This works though:
...
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CentOS doesn't like this function, but I have no idea why.
char* defaultweapon_mp = (char*)malloc(MAX_WEAPON_NAME_SIZE);
void gsc_utils_init() {
strcpy(defaultweapon_mp, "defaultweapon_mp");...
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I've recently added some sort of mysql detection (Since i moved my VPS to Arch Linux and the do not provide multilib mysql packages) which checks the existanse of libmysqlclient.so.18 inside /usr/lib...
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The java crap can be ignored, was a thingy kung tried to add long ago but never did
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I beleive it would only work if you have disableGlobalPlayerCollision() DISABLED, but then, the players will not be able to go through each other, i'm not really sure though.
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