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Ubound - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: General (https://mirage-engine.uk/forums/forumdisplay.php?fid=17) +---- Thread: Ubound (/showthread.php?tid=936) |
Ubound - William - 17-05-2007 I just wonder why we use Code: MAX_PLAYERS Code: frmServer.socket.Ubound Am I all lost or something now but would it not work the same? - Robin - 17-05-2007 This is why we use HighIndex ![]() - William - 17-05-2007 Robin Wrote:This is why we use HighIndexBut doesn't Ubound work just as highindex? - funkynut - 17-05-2007 Because the source was programmed using static arrays rather then dynamic arrays so I'm guessing either didn't know or see use for using Ubound - William - 17-05-2007 If it can have highindex it should be able to have Ubound. - funkynut - 17-05-2007 No I mean consty or whatever/whoever programmed probably jsut didnt think of it lol - William - 17-05-2007 Cause if it works with Ubound, you dont really need to set a max player, it can have as many connections as it wish. - Tosuxo - 17-05-2007 William Wrote:Cause if it works with Ubound, you dont really need to set a max player, it can have as many connections as it wish. that wouldn't be good on popular games..that would = lag if it's more than the server can handle may aswell just stick with max_players - Dragoons Master - 17-05-2007 Well, you know you can't have any amount, I mean, winsocket is very limited about this. About the Ubound, you probly can use it but changing I think the computer needs a lot of processing to make such a thing like resizing the giant winsocket class. Ask Verrigan about this becouse I think he may help you better than I can... |