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VicToMeyeZR

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Posts posted by VicToMeyeZR

  1. Build started 9/10/2011 11:42:48 AM.

    1>Project "C:\Leadwerks Engine SDK\projects\Tergus\Tergus.vcxproj" on node 3 (build target(s)).

    1>InitializeBuildStatus:

    Touching "Release\Tergus.unsuccessfulbuild".

    ClCompile:

    C:\Program Files\Microsoft Visual Studio 10.0\VC\bin\CL.exe /c /I"C:\Leadwerks Engine SDK\CPP" /I"C:\dev\RakNet_PC-4.031\Source" /Zi /nologo /W3 /WX- /O2 /Oi /Oy- /GL /D WIN32 /D NDEBUG /D _CONSOLE /D _RAKNET_DLL /D _UNICODE /D UNICODE /Gm- /EHsc /MT /GS /Gy /fp:precise /Zc:wchar_t /Zc:forScope /Fo"Release\\" /Fd"Release\vc100.pdb" /Gd /TP /analyze- /errorReport:prompt ..\..\CPP\engine.cpp Tergus.cpp

    engine.cpp

    Tergus.cpp

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(91): warning C4005: 'AF_IPX' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(460) : see previous definition of 'AF_IPX'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(131): warning C4005: 'AF_MAX' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(479) : see previous definition of 'AF_MAX'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(168): warning C4005: 'SO_DONTLINGER' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(402) : see previous definition of 'SO_DONTLINGER'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(212): error C2011: 'sockaddr' : 'struct' type redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(485) : see declaration of 'sockaddr'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(390): error C2059: syntax error : 'constant'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(390): error C3805: 'constant': unexpected token, expected either '}' or a ','

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(524): warning C4005: 'IN_CLASSA' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(287) : see previous definition of 'IN_CLASSA'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(530): warning C4005: 'IN_CLASSB' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(293) : see previous definition of 'IN_CLASSB'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(536): warning C4005: 'IN_CLASSC' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(299) : see previous definition of 'IN_CLASSC'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(547): warning C4005: 'INADDR_ANY' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(304) : see previous definition of 'INADDR_ANY'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(549): warning C4005: 'INADDR_BROADCAST' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(306) : see previous definition of 'INADDR_BROADCAST'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(583): error C2011: 'sockaddr_in' : 'struct' type redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(312) : see declaration of 'sockaddr_in'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock2.h(132): error C2011: 'fd_set' : 'struct' type redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(68) : see declaration of 'fd_set'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock2.h(167): warning C4005: 'FD_SET' : macro redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(102) : see previous definition of 'FD_SET'

    1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock2.h(176): error C2011: 'timeval' : 'struct' type redefinition

    C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(111) : see declaration of 'timeval'

     

    That only about half of it. All I am including is the header files to the project, then I use

    #include "RakPeerInterface.h"
    

     

    It seems to be header conflicting between the engine headers and the raknet headers...

     

    I really hate compilers, I can never understand how the freaking things work. lol

  2. Well you act a bit strange at times. Like your promotion for Fortran2008 (which ended up being your own language or something like that) and SDL.

     

    For example, a few months ago when someone asked what network library to use. You said Raknet doesn't work well for MMORPGs and SDL was way better. While you didn't had any argument to prove you were right. Raknet is used in many freeware and commercial products, for a reason.

     

    The same thing happened with the recent status-update discussion we were having. I don't remember exactly what you said. But it was something about bashing consoles, with no reason or any argument.

     

    You seem like a quite good coder. And don't screw it up for yourself or others by forcing your own opinion to others. If you want to convince others, look at the facts and/or come with good arguments.

     

    Definately +1 on that. Calling people idiots and trying to make them look dumb, because you base your opinion as fact, is not that way to be part of a community.

  3. I try to keep down below 5% (of course, over time that figure will be a distant memory) But it all depends on the game really. Servers especially should try and keep below 100% otherwise the operating system itself will develop a bit of a bad temper (Although if it's a decent operating system, designed for networking, nudge nudge, it will force the game server to wait).

     

    And client side, I always found it a bit obnoxious that even UT2004 will max out one core just in the main menu, where nothing really is happening...

     

     

    So am I wrong telling this developer thats the most absurd thing I have heard.... I understand why he says that, but the reasoning, to me, doesn't make the possible outcome worth the "possible" benefits. I tried to run the server application on my gaming PC, and it blue screens me every time..

     

    I dunno. Doesn't seem like I can reason with them.

  4. SO this was a question to a developer about his MORPG server that was coded for another system

    Started all servers and....boom, 100% CPU - split fairly evenly between the server components. I can even hear the CPU fan spin faster due to working at MAX speed Razz

     

    1) Is there a purpose to this?

    2) Can I easily change this?

     

    and this is the response from the developer

    1. Yes, they consume as must processor time as possible in order to keep the game running smoothly. You can monitor its internal frame time through the admin tool.

     

    2. No, but you can improve it. If you're running the server locally, just use the Test Server. It launches the four servers with a flag to limit them to 30FPS.

     

    Have you EVER heard of a game server going to 100% CPU on purpose? Is it me, or is this developer really an idiot? I will take it ok, if you tell me its me.. :)

  5. If you move it just a little each frame, it may push the objects up as it moves. Or you could check objects within the edited are and maybe adjust their height.

    o yes. I wasn't' thinking that, so just run an update pos check/re-pos with each frame and each terrain edit?

     

    good deal.

     

    I was thinking you were saying that you can't change it, so it would happen, but if just updated POS each time would prevent that, then you are correct Rick.. Not an idea killer at all. :blink:

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