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mittorn
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~ X ~
hlds ВСЕГДА надо отдельно проверять. Там банально солидность объектов другая нк говоря уже о всяких тонкостях.

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Старое сообщение 13-09-2016 04:06
- За что?
~ X ~
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Цитата:
mittorn писал:
Там банально солидность объектов другая

lolwut?

Разобрался с очередным говняным лимитом - вальве настолько любфт копипасту, что в ошибке прекэширования ЗВУКОВ просят мапперов убрать МОДЕЛИ. Ну не свинство? В итоге пока решил тем, что убрал из прекэша звуки гей-гера. Это сулит подтормаживаниями клиента, но не сильно.

Вот с чем я НЕ разобрался - так это с нулевой веапондатой. С какого мишлена она приходит клиенту нулевой, если с сервера я посылаю заполненную?! Вальве уже задрали со своими миллионами структур со всяким говном внутри. Нельзя будто было всё унифицировать...

Иногда, помимо всего прочего, rate 20000 не спасает от жутчайших тормозов. В чём дело - ХЗ.

А теперь то, чего все так долго ждали:
BETA ГОТОВА!
Все желающие могут скачать, написав мне в jabber.

__________________
Минутка полезного:
Бесплатный UT-подобный Half-Life mod.
Бесплатный редактор для 32-битных текстур. Без дотнета.
Бесплатный IDE для любых компиляторов и ЯП.
Бесплатная Windows-подобная ОС.
Проверка грамматики русского языка.
Чат по hl[fx]: [email protected]

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Старое сообщение 14-09-2016 07:44
- За что?
mittorn
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~ X ~ у меня бочки были несолидные пока 10 раз SetOrigin не сделал. А на листенсервере всё ок.

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Старое сообщение 14-09-2016 07:55
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~ X ~
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mittorn сейчас ДМ прибежит и будет хихикать про SetOrigin.

В общем, сейчас XHL готов на 95%, можно играть в сингл и по локалке. По и-нету - не знаю. Весит всё это около 270 МБ в архиве со всеми картами и текстурами. Выкладывать прям ссылкой на форуме не буду во избежание набигания хейтеров-хомячков на ни в чём неповинную бету. Выдам под расписку.

CHANGELOG

code:
3.0.3.8 Changes/Additions: ------------------ Added: > CL: Scripted Render System! > CL: level of detail for player models, it changes every "r_lod_dist" units. > CL: statistics window now shows combo and award titles. > CL: at the end of a match you can view statistics of every player. > CL: letters as hotkeys in command menus. > CL: ability to temporarily change score panel title. > CL: close delay for message windows (yes, to make people actually read MOTD). > CL: GUI buttons now can play different action sounds depending on action result. > CL: button shortcuts in spectator menu (arrows, "o", "c"). > CL: bubbles to beam rifle explosion. > CL: custom "ammo" entity, to be used with "maps/mapname_ammotypes.txt" and "maps/mapname_hud_ammo.txt". > CL: notification when a player exits spectator mode and joins the game. > CL: ability to scroll text in VGUI windows using mouse wheel (sometimes loses focus though). > CL: v_inset_bounds controls size of the minimap/overview window, format: "X Y W H" in percents. > CL: studio model event 5005 "set skin" (used by some new viewmodels). > CL: new damage types and sprites. > CL: long jump module icon is now saved/restored properly. > CL: weapon p_ model changes body/skin along with the v_ model, IT MUST HAVE SAME NUMBER OF BODYGROUPS and texturegroups to work. > CL: <GAMEPREFIX>.xpl default playlists for various multiplayer game rules. Loaded when everything else fails. > SV: more virtual AI sounds, monsters react to them. > SV: certain skyboxes can block air strikes: add them to "scripts/sky_no_airstrike.txt" > SV: death sounds to scientists. > SV: env_shake can now have permanent effect (duration 0) and be toggled. > SV: hud_timer (point entity) which adds a large timer to players HUD. > SV: trigger_secret (point entity) which affects player's statistics. > SV: (map design) console entity actions as targets in ALL entities! (e.g. target == "#mymonster set renderamt 127" or "#mytarget rotate "0 90 0"") > SV: (map design) func_wall* now have targets. > SV: (map design) doors can have their "distance" changed dynamically. > SV: (map design) breakables can now have anything as "spawnobject". > SV: (map design) support for KillTarget on path_* entities. > SV: (map design) support for custom materials using maps/mapname_materials.txt (overrides global materials). > SV: (map design) support for custom models on all weapons! > SV: (map design) support for custom sounds on func_trains, doors, mortar_fields. > SV: (map design) support for custom gib count, health, score and blood color for monsters. > SV: (map design) trigger_teleport supports multiple targets with the same name (helps preventing players from teleporting into each other). > SV: (map design) trigger_teleport can now be a point entity without model and be used only by name. > SV: (map design) custom env_projectiles can have size, different move types, > SV: (map design) detection of game rules based on internal map property "gameprefix" (does not override file name prefix). > SV: (map design) team start delays to the world (teamstartdelay1...4 keys). > SV: (map design) "airstrikepolicy" - allow or forbid use of airstrikes on this map (useful for xen maps). "black" and "xen" skynames disable airstrikes by default. > SV: (map design) custom capacity for batteries and medkits. > SV: (map design) ability to set custom models to items, monsters and many other things. > SV: (map design) check for all monsters to have proper body groups set. > SV: (map design) team restriciton to rules entities (like game_player_equip, game_zone_player, game_player_hurt, etc.). > SV: (map design) player_weaponstrip team restriction, "once" and "everyone" flags. > SV: (map design) support for studio models for all wall-mounted chargers (uses 2 skins, 2 sequences, 1 controller), just paste classname into editor. > SV: (map design) talking monsters can now have custom sentence prefixes (like "BA" or "SC"). > SV: (map design) bullet modes to weapon_custom (requires damage to be set). > SV: material-based hit velocity adjustment for breakables. > SV: sv_bullet_distance cvar for server administrators. Sniper rifle multiplies it by 2. > SV: sv_tau_velocity_mult cvar to tune weapon_gauss recoil velocity. > SV: class CLASS_HUMAN_MONSTER, used by zombies. > SV: talking monsters now comment on hearing suspicious sounds. > SV: game_score flag to award everyone. > SV: CoOp: ability to keep score across maps to make the competition even tougher (mp_coop_keep_score). > SV: CoOp: players now respawn in positions where trigger_autosave was activated for them last time. > SV: CoOp: after level change players spawn only at spots that match used landmark (it it was set by designer). > SV: revenge on monsters in CoOp. > SV: sk_osprey_health skill cvar. > SV: trigger_autosave visible and works in CoOp games. > SV: players now may change weapons while current weapon is holstered (even while on ladder). > SV: SF_ITEM_NOFALL (200) flag to all items so they are not dropped to the ground from the initial spawn spot. > SV: custom maximum armor in multiplayer. > SV: unlimited number of func_rotating sound presets (sound/fans/fan#.wav, fan#on.wav, fan#off.wav) + start/stop sounds. > SV: developer commands: searchents, searchradius, searchindex, searchforward (run without arguments for usage info). > SV: "set keyvalue" from whatever command now accepts entity pointer fields as entity indexes. > SV: mp_maxteams cvar to use in map_pre.cfg configs (resets to 0 on every level change). > SV: mp_playerstarthealth and mp_playerstartarmor cvars. > XBM: -modsvdll command line parameter to specify mod server DLL name (available only if compiled with SVDLL_NEWFUNCTIONS) > env_static colormap (special textures) is set according to rendercolor. > New co-operative campaign - Arctic Incident. > ITEM_FLAG_IMPORTANT which prevents weapon from being lost... hopefully. > "Distant shot" event/stat. > (dev) Ability to place non-precached entities on maps by unchecking "create now" box. > plasma balls water hit effects. > weapon_sniperrifle - lots of people requested it. > weapon_disklauncher - shoots rotating razor blades that bounce off hard surfaces. > weapon_bhg - black hole generator, primary fire charges automatically half a clip, secondary may charge full clip. > Damage types: DMG_MICROWAVE - distorts HUD, DMGM_DISARM (mask) - prevents player/monsters from shooting. > Many more death notice sprites (tanks, doors, trains, turrets). > Ability to show ANY entity on the map. But no distinction yet (HL limitation). > New AudioTrack system which allows saving and restoring track position (works only for external player, not HL CD/MP3 player). > sk_dmg_mortar for monster_mortar on maps. Improved: > CL: updated FMOD library to version 3.75, added Linux and x64 support. > CL: replaced old voice icons based on client entities with new simple 3D icons (faster, less memory, animated, auto render modes). > CL: replaced old displacer ball effect (engine particles) with new RS-based one. > CL: screen shake effects apply on all views including 3rd person camera and spectator. > CL: ammo sprites are loaded all at once reducing the overall loading time and improving stability. > CL: removed CHudTextMessage class (the message itself is handled in CHudMessage instead). > CL: tuned default weapon priority list (hud_weapon_priority). > CL: spectator panel rewritten (faster, static memory allocation, safer). > CL: GUI menu buttons are properly highlighted when used by keyboard shortcuts. > CL: new GUI window handling system (windows can now control order of appearance based on different factors). > CL: gravity is now applied to client objects too (also discovered another HL bug). > CL: software mode support (at least it doesn't display errors). > CL: env_static no longer precaches models on the server! > CL: removed large unnecesary memcpy() and duplicate data. > SV: Linux compatibility. > SV: talking monsters AI. > SV: multisource: added check for existence of user entities to avoid becoming disabled forever. > SV: barnacles throw up gibs of last monster they've eaten, even if it had custom gib model. > SV: barnacles eat more projectiles and accumulate gibs according to the prey size. > SV: added more crash protection to engine callbacks. > SV: new powerful game rules autodetection system which uses mp_gamerules, mp_maprules, map name prefix and world key in described order. > SV: game_team_set completely rewritten and should work for everything including players. > SV: breakable sounds are now played as loud as hard it was hit. > SV: breakables can no longer obstruct spawn or teleport spots, they will break. > SV: virtual sounds (which monsters hear) are no longer overloading the server. > SV: player invalidation on connect/disconnect reduces "killed by #Y$*R@(^$T(@*^&G" (random string) and many many other errors. > SV: func_tracktrain looks for "target" instead of doing nothing when "lost path". > SV: displacer teleporter react to various projectiles (even nihilanth teleporters) more aggressively. > SV: reduced number of precached sprites thus allowing to place more models on maps. > SV: new string storage mechanism for classnames - prevents lots of possible engine crashes. > SV: player HUD is now hidden when trigger_camera is active. > SV: beamrifle no longer shoots through transparent metal breakables (advanved manual detection of glass). > SV: item/ammo/weapon fall-through-floor prevention mechanism (still no guarantees though). > XBM: major code cleanup. > XBM: bots now know which weapon fire mode is for shooting and which is not (switching, zooming, etc.). > Player no longer tries to jump out of the water like mad automatically without pressing the JUMP or MOVEUP buttons. > Increased limits to map-related string lengths (materials, overview names, etc.) > Merged static models for DM_Tropic maps to greatly improve performance and reduce memory usage. > DM_Odin and other maps overview. > On many maps spawn spots were moved higher in the air so players occasionally passing by won't be killed by spawning players. > Added more textures to materials.txt > ls/sv_dir/svls commands are more secure and do not allow path redirection. > Some models now have "bright" textures (currently visible only in Xash3D). > Holstering weapon works even better than before, now mostly on client side. > Code is much more secure than before. Most potential buffer overflow errors are eliminated. > Many more compiler optimizations. > The game allows now really big time and score limit values. > Angle normalization routines. > Moved crossbow bolt hit code to client event. > Repainted pgflare2.spr to have more high definition look. > Many test/example maps were updated. > More sprites converted to vp_parallel_upright to look better in game. > More singleplayer mods were tested. > More multiplayer maps were tested (over 3000!). Fixed: > Stupid Quake Bug(tm). Enough said. Unfortunately, some of it left inside HL engine (example: player's pitch in 3rd person view). > Shared events like longjump and fall are now played properly (another HL bug). > ShouldCollide is no longer used due to HL engine bug. > CL: temporary entities disappeared and reappeared on complex maps. > CL: camera angle during intermission. > CL: MsgFunc_SelBestItem is now cached and works during respawn. > CL: potential buffer overflow when loading map description files. > CL: interception of +USE command in spectator UI prevented players from joining LMS. > CL: minimap/overview now shows default grid when no image available. > CL: bad time limit value in the MOTD window. > CL: bad window titles (MOTD, team menu). > CL: bad "chooseteam" window buttons in non-teamplay. > CL: ammo HUD: sometimes clip was displayed even if current weapon had none (like grenades). > CL: ammo HUD: fixed selector close timeout not reset while user is changing weapon buckets. > CL: lots of spectator UI bugs. > CL: crosshair stuck after deselecting a weapon. > CL: hud distortion effect persisted after changing map in multiplayer. > CL: HUD pickup images for weapons without ammo were not shown if picked up first. > CL: geiger counter persists no longer after map change. > CL: GUI menus wrong sounds and incorrect behavior. > CL: "game saved" and possibly other engine messages are working once again (length = 0). > CL: hud_centerid is now working for all lines, text can't go outside screen coordinates. > CL: buffer overrun error while parsing long map intro message (MessageDrawScan). > CL: no cancel button in team menu in non-team games and sometimes no auto button. > CL: kb keys do not work in team menu in spectator mode. > CL: crash during loading if game window wasn't focused (HL VGUI bug). > CL: maximum battery value was not updated correctly (caused indicator display bugs). > CL: some bullet/hit effects on the sky. > CL: g_pClientWeapons size mismatch. > CL: potential crash when someone takes revenge on a monster. > SV: rotating doors with "start open" flags couldn't be opened again (unsaved angles). > SV: weapon's target is now properly cleared after pickup to prevent re-firing after dropping and picking it up again. > SV: buggy HL MP3 player is overridden on server to prevent sudden chokes on map change. > SV: barnacles pulling eaten victims infinitely, causing them to go through the ceiling. > SV: non-solid func_buttons now work properly when SF_BUTTON_ONLYDIRECT flag is set. > SV: monster_alien_controller now falls according to world's gravity when killed. > SV: RPG laser dot was not removed when player dropped the weapon. > SV: headcrab/babycrab gibs count. > SV: possible crash with projectiles crossing level transitions. > SV: rare crash when a decal is placed during level change. > SV: gauss alt-fire through breakables super damage bug. > SV: acid launcher stuck permanently with m_fireState = FIRE_ON. > SV: crash when player dies because of firing weapon. > SV: HUD damage save/restore. > SV: players dropped the only default weapon even if disallowed by game rules policy. > SV: garg stomp endless think code (thanks, valve! :-/ ) > SV: CTalkMonster non-virtual overrides (HLBUG). > SV: crash wneh monstermaker was used for non-monsters. > SV: map ban list now works with "\r\n" windows text files. > SV: respawned monsters no longer count as dead/inexistent. > SV: MP5 and weapon_custom m_flTimeWeaponIdle was calculated incorrectly. > SV: multi_managers and other antity target call stack growth (prevented normal funcitoning). > SV: double pushing of entities by RadiusDamage() and subsequent calls to TakeDamage(). > SV: targets were not activated if KillTarget was set to self (some mappers use this, c4a1). > SV: func_tank's first shot was accumulating while the target was lost, resulting in deadly multiple-bullet shot. > SV: tripmines now cannot be installed facing sky. > SV: tripmines did not explode when host surface is destroyed in radius mode. > SV: acid grenades won't stick to conveyors. > SV: monster_osprey engine smoke on wrong sides. > SV: dropped weapons/boxes are now removed by timeout even if they never touched the ground. > SV: combo counter in statistics now shows real combos, not frags. > SV: game_team_master is now compatible with old zero-based "teamindex" (0 == TEAM1, 1== TEAM2, etc.). > SV: game_player_equip now precaches all listed items (fixes "Precache can only be done in spawn functions" error). > SV: monster_apache/osprey couldn't be unregistered in CoOp because it never called CBaseMonster::Killed() (HL). > SV: fixed game_team_master logic. > SV: GetBestPlayer in LMS. > SV: no GAME_STATE_WAITING in LMS. > SV: say_forward and say_private commands. > SV: HL: trigger_hurt firing targets after applying damage resulted in invalid pCaller. > SV: sudden sword and strike target malfunctions (pev->impulse conflicts). > SV: CSittingScientist crash when searching for someone to talk to. > SV: CSittingScientist is no longer pushable (by bullets, explosions). > SV: bad sound pitch which can crash HL engine is now detected and fixed. > SV: breakables weren't ignited in some cases. > SV: func_mortar_field missed key/value data (another valve bug). > SV: best weapon selection on respawn. > SV: players get proper score updates when awarded with negative values. > SV: RadiusDamage(): start inside solid! error for breakables. > SV: crash when beam start/end entities are destroyed. > SV: many monster temporary effects changed from MSG_BROADCAST to MSG_PVS where possible. > SV: trigger_auto changed to default USE_ON and allows only USE_ON or USE_TOGGLE, which fixes many mistakes on maps (like c5a1). > SV: breakables with "ceiling" material were not igniting by flame. > SV: beam rifle no longes shoots through breakables made of concrete or metal. > SV: train "occupied" after save/restore. > SV: monster gibs were missing sometimes. > SV: skyname is reset properly on level change so new map won't inherit skybox of a previous map. > SV: server now sends team info of players who leave the game so clients won't get wrong notifications. > SV: gluon gun sound is no longer interrupted by flashlight. > SV: player view height is wrong after using camera (HACK, the cause is unknown). > SV: beamrifle, grenade launcher and possibly some other weapons sometimes shot through thin walls. > SV: gluon beam direction was sometimes wrong. > SV: monster_human_grunt without bodies (test map: magnum). > SV: train activator was lost during save/restore process, also the HUD train control was missing. > SV: rewritten obsolete monster_flyer code that caused crashes on some maps. > SV: player score update was not sent over network if score was added added by game_score entity. > SV: team info_player_deathmatch in non-team DM were used improperly > SV: func_tankrocket direction upside down (SQB). > SV: player climbing ability is restored immediately after thawing (by fire, heat, etc.). > XBM: executing botmatch.cfg in singleplayer. > XBM: dev: fake client command now works properly. > XBM: it is no longer required to restart entire game to switch between single and multiplayer. > XBM: bots color randomization. > MDL: fixed hi-res flag model to have proper lightening. > MDL: fixed many environmental models like rocks to have better texture usage. > SV->CL WRITE/READ_ANGLE single-byte message no longer invalidates values. > monster ID not shown in statusbar. Changed: > CL: use just "commandmenu" instead of "+commandmenu" command. It is just better, and the input code is less laggy. > CL: scripts/voicemodel.txt is now obsolete, just use cl_voiceiconoffset cvar. > CL: EV_ZoomCrosshair no takes only one sprite which combines 4 frames of the crosshair + 2 side frames. > CL: HEV_WEAPONNAME sentences changed to W_WEAPONNAME to allow lengthy names. > SV: (map design) trigger_endsection now starts intermission in multiplayer games. > SV: (map design) env_funnel now uses "model" for setting custom sprite. > SV: (map design) game_counter now switches between 0 and maximum value if USE_TOGGLE is used and any of those two values supplied. > SV: (map design) "gag" flag disables monster's idle sounds. > SV: item/weapon respawn time "0" now means "don't respawn". > SV: there is now separate ar_grenade. > SV: gman is now a CTalkMonster. > SV: CHEAT: +USE no longer stops players when walking on ice (func_friction). > SV: players can no longer be killed by teleporting teammates, this prevents impossible revenge in mode 2. > SV: disintegrated players don't drop any weapons. > SV: black hole implosion effect pulls items and destroys them. > SV: func_tank is now CLASS_MACHINE by default. > SV: ALL entities now have relationship matrix. > SV: IsLockedByMaster() now takes pActivator in account in all places (for example, game_team_master). > SV: mp_noshooting no longer affects automatic (non-controllable) tanks. > SV: LMS rules now allow zero respawn limit. > SV: LMS game start conditions: server full and everyone is ready / jointime. > SV: "setkeyvalue" command now only operates on picked entity (mouse manipulation mode, MMM), use "searchforward" if needed. > SV: env_message sends messages to all players in CoOp > SV: game targets like "game_playerspawn" are now fired ONLY when mp_firetargets_player is > 0. > SV: beam rifle no longer shoots through glass, only gauss does. > SV: dead monsters can be gibbed by bullets too. > Capture objects/flags now use texture/body groups numbers equal to team IDs: 0-all, 1-team1, 2-team2, etc. > weapon_flame reverted back to the simple "gas lighter" mode because of countless HL limitations and invalid player angles transmission to clients. > Saytext does not have to start with '2' anymore! > Changed status bar format: now it is printed as it is in titles.txt. > Moved all CBasePlayerWeapon code to game_shared to be used by both server and client DLLs. > Moved lastinv and _sw commands from server to client side. Improves control response. Removed: > CL: removed v_idlescale (slow screen movement) because it caused too much traffic sent to server. > SV: commands: setkvbyindex, mycoordshow > Maps: DM_Cliff, DM_Columns, DOM_Forest. > p/v_satchel_radio.mdl is no longer used by weapon_satchel, but left there for compatibility. > AmmoPickup sv->cl message, client now tracks ammo changes in inventory. > WeapPickup sv->cl message, client now tracks addition of weapons via weapon_data_t. > In-model reload sounds (9mmar, 9mmhandgun) in favor of normal reload sounds hearable by everyone. Known bugs: > CL: IN_SCORE bit is now NOT sent to server to prevent some strange packet flood. > CL: if IN_ATTACK pressed while score panel is active, it continues after the panel is closed. > CL: non-vp_parallel sprites may be displayed (rotated) incorrectly in client-only mode. > SV: crash if gluon/other weapon beams are active during level change. > SV: turrets. > XBM: Stupid Quake Bug(tm) may still be affecting something. > HL: level change may hang on some complex singleplayer mods like Hazardous-Course. The cause of this bug is still unknown. Undone: > CoOp spawn spots and description files for Half-Life maps. > Achievements (requires a player profile).

__________________
Минутка полезного:
Бесплатный UT-подобный Half-Life mod.
Бесплатный редактор для 32-битных текстур. Без дотнета.
Бесплатный IDE для любых компиляторов и ЯП.
Бесплатная Windows-подобная ОС.
Проверка грамматики русского языка.
Чат по hl[fx]: [email protected]

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Старое сообщение 14-09-2016 09:34
- За что?
ILZM
LAW

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Это что такое? Moved crossbow bolt hit code to client event.

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Старое сообщение 14-09-2016 10:46
- За что?
 Дядя Миша
racing for fish

Дата регистрации: Oct 2005
Проживает: Кубань
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Нанёс повреждений: 392 ед.

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~ X ~ забыл добавить
XDM: all entries in delta.lst now sorted by order
^)

__________________
My Projects: download page

F.A.Q по XashNT
Блог разработчика в телеграме

Цитата:

C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'

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Старое сообщение 14-09-2016 13:24
-
~ X ~
offline

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ILZM вот так, при помощи Си и плюсов, серверный код превращается в клиентский.

Дядя Миша да то ещё в позапрошлой версии было.

Кстати, неплохой сингл получился. Жаль, скринов не успел понаделать

PS: Уже идут донаты

__________________
Минутка полезного:
Бесплатный UT-подобный Half-Life mod.
Бесплатный редактор для 32-битных текстур. Без дотнета.
Бесплатный IDE для любых компиляторов и ЯП.
Бесплатная Windows-подобная ОС.
Проверка грамматики русского языка.
Чат по hl[fx]: [email protected]

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Сообщение: 159029

Старое сообщение 14-09-2016 14:08
- За что?
~ X ~
offline

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В этот раз под никсы попробовал скомпилить FreeSlave, получив немного иные ошибки. Но всё иправимо и довольно быстро. Главная проблема - ждём мейкфайлов от митторна.

Если бы ни выгуи, можно было бы и под андроэ выложить...

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Старое сообщение 15-09-2016 06:17
- За что?
mittorn
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~ X ~ ок, сегодня залью

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Старое сообщение 15-09-2016 12:49
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~ X ~
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Вот что ещё выяснилось: нужен таки отдельный манагер памяти для ПС потому что аллокатор ХЛ использовать нельзя. :-/
У кого есть хороший и маленький?

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Старое сообщение 18-09-2016 07:51
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 XaeroX
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~ X ~ какой ещё аллокатор ХЛ?

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Старое сообщение 18-09-2016 20:10
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~ X ~
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XaeroX тот, например, что на сервере выделяет память под приваты, а на клиенте - в студио АПИ. Что самое забавное, у него нет деаллокатора. И вот это печалит. А халва вообще текучая, как иногда поглядишь... жидковатая. )

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Старое сообщение 18-09-2016 21:42
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 Дядя Миша
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Там нет деаллокатора, потому что куча удаляется разом.

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C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'

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Старое сообщение 18-09-2016 21:46
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~ X ~
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Дядя Миша а как манагер узнает, что мне ранее выделенная область больше не нужна? Так вся куча забьётся, а потом вылетит какой-нибудь Alloc_Block: NULL.

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Старое сообщение 19-09-2016 04:34
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mittorn
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~ X ~
Ну например карта сменится и всемодели освободятся
Или просто модель освободится

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Старое сообщение 19-09-2016 04:50
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Тема: (Опционально)
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