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Search: Posts Made By: -=hunter=-
Forum: Suggestions / Requests 01-06-2012, 13:09
Replies: 2
Views: 1,125
Posted By -=hunter=-
Re: [Suggestion] Realtime KZ Rank System (Module)

I have little experience with SQL. I do not know what to do with player's rank position.
Every time you add a record will have to change the rank of the player and the rank of other players. These...
Forum: Suggestions / Requests 01-05-2012, 10:59
Replies: 2
Views: 1,125
Posted By -=hunter=-
[Suggestion] Realtime KZ Rank System (Module)

This idea bothered me for a long time. I want to do KZ rank system but not obtained. I was plagued by two issues. The first question is to store all data in files or on SQL Server? The second...
Forum: Module Coding 01-02-2012, 10:07
Replies: 3
Views: 2,591
Posted By -=hunter=-
Re: How correctly to load/unload a module?

I tried to change srvcmd.cpp in amxmodx but server hangs.
What wrong in this code?
else if (!strcmp(cmd, "unload_module") && CMD_ARGC() > 2)
{
const char *szModuleFilename;
char *szModule...
Forum: Module Coding 01-01-2012, 11:35
Replies: 3
Views: 2,591
Posted By -=hunter=-
Re: How correctly to load/unload a module?

Problem is relevant again. In module I added natives but amxx plugin can use its when module is written in addons\amxmodx\configs\modules.ini.
How to be in this situation?
I think should to add...
Forum: Module Coding 12-31-2011, 00:15
Replies: 3
Views: 2,591
Posted By -=hunter=-
Re: How correctly to load/unload a module?

I found my error: I added module in addons\amxmodx\configs\modules.ini but for correct load/unload should to add in addons\metamod\plugins.ini
Forum: Module Coding 12-30-2011, 03:00
Replies: 3
Views: 2,591
Posted By -=hunter=-
How correctly to load/unload a module?

I have problem while testing module.
In the game I print in console "meta unload mymodule" and module unloads but incorrectly. After this action I cant to rewrite module-file. How correctly to...
Forum: Module Coding 12-28-2011, 22:03
Replies: 143
Views: 90,176
Posted By -=hunter=-
Re: Modules: Semiclip & Team Semiclip v3.0 [ALL GAMES]

I understand the code. In this code players are removed from the ppmove -> physents. Code difficult to understand therefore I decided to write a simplified and slightly faster code:

void...
Forum: Module Coding 12-28-2011, 07:20
Replies: 143
Views: 90,176
Posted By -=hunter=-
Re: Modules: Semiclip & Team Semiclip v3.0 [ALL GAMES]

Someone explain please this lines in module:
for( int i = 0; i < g_iWantedCount; i++ )
if( i != g_iWantedPlayers[ i ] )
ppmove -> physents[ i ] = ppmove -> physents[ g_iWantedPlayers[ i ] ];
Forum: Off-Topic 08-22-2011, 12:52
Replies: 16
Views: 3,302
Posted By -=hunter=-
Re: How to evaluate the performance of the server?

I mean how to calculate how much time it takes for processing modules or plugins generally.
Forum: Off-Topic 08-22-2011, 04:24
Replies: 16
Views: 3,302
Posted By -=hunter=-
Forum: Module Coding 08-21-2011, 07:48
Replies: 143
Views: 90,176
Posted By -=hunter=-
Re: Modules: Semiclip & Team Semiclip v3.0 [ALL GAMES]

int dist = 5;

__int64 Start = TimerInit();
for ( int i=0; i<30000000;i++)
{
//if (dist < sqrt(25)) {};
if (dist*dist < 25) {}; this is...
Forum: Module Coding 08-19-2011, 17:23
Replies: 10
Views: 4,342
Posted By -=hunter=-
Re: Problem during compiling amxmodx

Arkshine Thanks for metamod but I already solved problem in previous post.
I tried your version of fixed metamod and uncommented lines above. After this again appeared warnings.
Forum: Module Coding 08-19-2011, 14:22
Replies: 10
Views: 4,342
Posted By -=hunter=-
Re: Problem during compiling amxmodx

I have found solution (deleted a superfluous transfer of a line):

Also was some warnings. For removing this warnings I commented "#define SERVER_EXECUTE" in winspool.h and "#define ARRAYSIZE(A)"...
Forum: Module Coding 08-19-2011, 13:32
Replies: 10
Views: 4,342
Posted By -=hunter=-
Problem during compiling amxmodx

Hello! I have read the following article: http://wiki.amxmodx.org/Module_Writing and do what are written. Some links are broken in this url (in Unix2Dos the Files and in Platform SDK) and I dont know...
Forum: News 08-08-2011, 12:56
Replies: 65
Views: 95,785
Posted By -=hunter=-
Re: Developer Builds Available

If I do this in Pawn then code will be slow than with structure in this function and hard to code.

Do not need this feature? I think for many users would be useful
Forum: General 08-08-2011, 08:03
Replies: 130
Views: 208,072
Posted By -=hunter=-
Re: amxmodx profiler

Arkshine Thank you very much! :)
Forum: News 08-08-2011, 07:13
Replies: 65
Views: 95,785
Posted By -=hunter=-
Re: Developer Builds Available

Hello, I want to suggest to add function array_fast_compare which will be to compare two array with instantaneous speed (50ms, 2 two arrays with 20000 elements) to find difference or union.
Which...
Forum: General 08-06-2011, 14:55
Replies: 130
Views: 208,072
Posted By -=hunter=-
Re: amxmodx profiler

On windows7 always crashes
Forum: Scripting Help 06-12-2011, 01:33
Replies: 3
Views: 795
Posted By -=hunter=-
Re: Read the entire file into a variable

Is no longer necessary. I thought that reading the file will take less time than when using fgets but I was wrong.
Forum: Scripting Help 06-12-2011, 01:17
Replies: 3
Views: 795
Posted By -=hunter=-
Read the entire file into a variable

How to do this? I tried so:
static stream[51000]
new hFile = fopen(g_TopFile, "rb")
fread_raw(hFile, stream, 500, 100)
fclose(hFile)

new text[400]
formatex(text, 399, "stream = %s", stream)...
Forum: Approved Plugins 12-28-2010, 21:57
Replies: 1,633
Views: 1,061,859
Posted By -=hunter=-
Re: Galileo 1.1.290 (a feature rich map voting plugin)

Arkshine
My tests:
http://s44.radikal.ru/i104/1012/35/4a655a6b8d2b.png

Used:
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <amxmisc>
#include <celltrie>
Forum: Approved Plugins 12-28-2010, 13:37
Replies: 1,633
Views: 1,061,859
Posted By -=hunter=-
Re: Galileo 1.1.290 (a feature rich map voting plugin)

Arkshine When player print to chat any word then plugin checks word on valid map.
If number of maps is about 2000 (on example, on KZ server) then possible lag.
I already wrote that this method is...
Forum: Approved Plugins 12-28-2010, 11:31
Replies: 1,633
Views: 1,061,859
Posted By -=hunter=-
Re: Galileo 1.1.290 (a feature rich map voting plugin)

No, this is a very big optimization when number of maps is about 2000.


Where I can to download and read about TravTrie? And why not Trie?

Brad This way is faster in about 30 times when number...
Forum: Approved Plugins 12-28-2010, 01:45
Replies: 1,633
Views: 1,061,859
Posted By -=hunter=-
Re: Galileo 1.1.290 (a feature rich map voting plugin)

Brad Maybe to change this
map_getIdx(text[])
{
new map[MAX_MAPNAME_LEN + 1];
new mapIdx;
new nominationMap[32];

for (new prefixIdx = 0; prefixIdx < g_mapPrefixCnt; ++prefixIdx)
{...
Forum: Approved Plugins 12-17-2010, 03:54
Replies: 1,633
Views: 1,061,859
Posted By -=hunter=-
Re: Galileo 1.1.290 (a feature rich map voting plugin)

I suggest in the new version to use Trie for map list because number of maps can be about 2000.
Showing results 1 to 25 of 138

 
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