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Ubound
#1
I just wonder why we use
Code:
MAX_PLAYERS
instead of
Code:
frmServer.socket.Ubound
?

Am I all lost or something now but would it not work the same?
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#2
This is why we use HighIndex Big Grin
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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#3
Robin Wrote:This is why we use HighIndex Big Grin
But doesn't Ubound work just as highindex?
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#4
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
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#5
If it can have highindex it should be able to have Ubound.
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#6
No I mean consty or whatever/whoever programmed probably jsut didnt think of it lol
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#7
Cause if it works with Ubound, you dont really need to set a max player, it can have as many connections as it wish.
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#8
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
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#9
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...
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