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Posts Made By:
ehha
Forum:
Off-Topic
02-12-2015, 10:12
Replies:
6
[ IDEA ] Play CS1.6,CSGO,CSS at the same server - Crazy Idea!
Views:
3,016
Posted By
ehha
Re: [ IDEA ] Play CS1.6,CSGO,CSS at the same server - Crazy Idea!
After you make the maps at the same scale, you could just use CS:GO engine and just sync the movement on the others.
But, doing this the user experience in CS:S and CS1.6 will be similar to CS:GO...
Forum:
Scripting
12-12-2014, 10:53
Replies:
921
New API and Syntax
Views:
336,221
Posted By
ehha
Re: New API and Syntax
Steal all the things!
http://www.dotnetperls.com/keyword
Forum:
Scripting
11-28-2014, 08:40
Replies:
921
New API and Syntax
Views:
336,221
Posted By
ehha
Re: New API and Syntax
Personally I hate the C small / Pawn syntax.
What about writing an API to expose methods for C#? Is it a lot of work or the .net VM is too slow compared the custom VM you wrote for Pawn?
I've...
Forum:
Off-Topic
11-13-2014, 05:29
Replies:
12
Microsoft made Visual Studio 2013 Standard edition free?
Views:
2,953
Posted By
ehha
Re: Microsoft made Visual Studio 2013 Standard edition free?
It's free with some conditions, see the Q&A http://www.visualstudio.com/products/visual-studio-community-vs
Even better news...
Forum:
Plugin/Gameplay Ideas and Requests
10-10-2014, 08:03
Replies:
6
Paid work! Skype, TS detection?
Views:
1,603
Posted By
ehha
Re: Skype, TS detection?
That's the point, if you have a friend on the other team he can help you through skype, dead or alive.
mp_fadetoblack 1
Forum:
Source Servers (SRCDS)
09-10-2014, 02:39
Replies:
11
E5649 or E3-1230 v2
Views:
3,481
Posted By
ehha
Re: E5649 or E3-1230 v2
cpubenchmark.net states that E3-1230 v2 performs 23% better overall, 63% better on single thread, it is 16% more power efficient and 224% cheaper for it's value (score/$) then E5649.
Forum:
Code Snippets/Tutorials
05-03-2013, 05:36
Replies:
37
Some pev_body information
Views:
33,583
Posted By
ehha
Re: Some pev_body information
Does this mean we can precache less files for more models?
Forum:
Code Snippets/Tutorials
08-11-2011, 17:25
Replies:
111
Decompiling Plugins (.amx/x -> .sma)
Views:
231,487
Posted By
ehha
Re: Decompiling Plugins (.amx/x -> .sma)
My money is on shift + delete.
Forum:
Trash
07-16-2011, 07:02
Replies:
20
Sticky:
fun + cstrike + engine + csx converted to RAGE
Views:
58,439
Posted By
ehha
Re: fun + cstrike + engine + csx converted to fakemeta
A wild troll appears.
Forum:
Scripting Help
07-08-2011, 14:50
Replies:
16
Assembly to SMA
Views:
3,886
Posted By
ehha
Re: Assembly to SMA
Yeah, one professor of mine said that you can't be wrong or right in computer science (mostly for defining things).
So i'll have to agree with you in general and disagree about the macros.
At the...
Forum:
Scripting Help
07-08-2011, 14:25
Replies:
6
Deallocating Resources
Views:
1,925
Posted By
ehha
Re: Deallocating Resources
http://en.wikipedia.org/wiki/Garbage_collection_%28computer_science%29
I don't know if pawn has it, but from here you can learn something relevant to your question.
Forum:
Scripting Help
07-08-2011, 14:18
Replies:
16
Assembly to SMA
Views:
3,886
Posted By
ehha
Re: Assembly to SMA
Those are the words i was looking for :) Though assembly is not higher than machine code. A line of code from assembly is exactly what the processor executes, the line is just converted (assembled,...
Forum:
Scripting Help
07-08-2011, 09:28
Replies:
16
Assembly to SMA
Views:
3,886
Posted By
ehha
Re: Assembly to SMA
Actually the assembly code is the machine code, after compiling.
With the amxx compiler all i know is that you can get the asm of a sma.
Check the compiler parameters, it's there.
Perhaps there's...
Forum:
Code Snippets/Tutorials
06-10-2011, 06:05
Replies:
108
Programming for starters
Views:
65,632
Posted By
ehha
Re: Programming for starters
Nice! Thanks.
Forum:
Source Servers (SRCDS)
06-06-2011, 10:24
Replies:
17
How can i test if a server is Steam or NonSteam?
Views:
6,014
Posted By
ehha
Re: How can i test if a server is Steam or NonSteam?
If there are some players online, type status in console and check for duplicate or stupid looking steam ids.
Forum:
Scripting Help
03-23-2011, 19:18
Replies:
7
how to scripting goto and labels?
Views:
1,800
Posted By
ehha
Re: how to scripting goto and labels?
Sample 1 works, but not as you think.
if (bla)
goto label
else
{
code1
goto label
}
label:
Forum:
Scripting Help
03-12-2011, 04:17
Replies:
1
HELPP URGENNT
Views:
847
Posted By
ehha
Re: HELPP URGENNT
You need to go deeper.
Forum:
Code Snippets/Tutorials
02-16-2011, 16:54
Replies:
232
[INC] Director Hud Message
Views:
252,067
Posted By
ehha
Re: [INC] Director Hud Message
Great stuff!
The thing I like the most is the font, a little bigger and sharper!
Any idea how to make multiple messages look like one?
I have a message displaying once/second and it looks shitty...
Forum:
Module Coding
02-14-2011, 18:21
Replies:
7
[C++] [HLSDK] Documentation or anything?
Views:
4,432
Posted By
ehha
Re: [C++] [HLSDK] Documentation or anything?
Errmm... Windows Grep?
Forum:
Scripting Help
01-02-2011, 07:39
Replies:
6
Why is this not working
Views:
1,935
Posted By
ehha
Re: Why is this not working
That's a string => "ReadKey(z)"
That's a function call with a parameter z => ReadKey(z)
Anyway, doing the same thing in every switch case seems redundant.
Forum:
Source Servers (SRCDS)
10-30-2010, 15:55
Replies:
19
TF2 slow startup & mapchange
Views:
7,538
Posted By
ehha
Re: TF2 slow startup & mapchange
Nothing, same crap for almost 6 months.
Forum:
Source Servers (SRCDS)
10-07-2010, 12:16
Replies:
19
TF2 slow startup & mapchange
Views:
7,538
Posted By
ehha
Re: TF2 slow startup & mapchange
No plugins, just the server "out of the box".
No metamod no nothing.
The specs are in the 1st post.
Forum:
Source Servers (SRCDS)
10-06-2010, 11:56
Replies:
19
TF2 slow startup & mapchange
Views:
7,538
Posted By
ehha
Re: TF2 slow startup & mapchange
Any other ideas? I have the same problem even after all the updates that took place in the meantime.
Server needs 5 min or more to start, and 2 min or more to change map.
Forum:
Code Snippets/Tutorials
10-04-2010, 11:07
Replies:
76
[NATIVE] Player AirAccelerate
Views:
50,344
Posted By
ehha
Re: [NATIVE] Player AirAccelerate
rofl! Yep, my bad, i had this table... don't know how i extrapolated that :cry:
Forum:
Code Snippets/Tutorials
10-03-2010, 13:54
Replies:
76
[NATIVE] Player AirAccelerate
Views:
50,344
Posted By
ehha
Re: [NATIVE] Player AirAccelerate
Both signed and unsigned should hold the same amount of numbers, in you example, signed holds 2x.
Showing results 1 to 25 of 425
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