I'm not sure what you're talking about.  If there's a bug somewhere, tell us
about it.


> -----Original Message-----
> From: Martin Webrant [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, May 30, 2002 3:35 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Tracegroups/multi-serve
>
>
> oh, so is it possible to put the spectators in one group to
> get rid of the
> annoying sound when someone follows you in the water?
>
> ----- Original Message -----
> From: "Leon Hartwig" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, May 30, 2002 10:33 PM
> Subject: [hlcoders] Tracegroups/multi-serve
>
>
> > Multi-serve is actually not something new in the SDK,
> you've been able to
> do
> > it for a while.  What's new will be Ricochet, where you will see a
> specific,
> > operational implementation of it.
> >
> > Now, speaking of this, is anyone already using trace groups
> in their mods
> > (pev->groupinfo, UTIL_SetGroupTrace(), etc)?  The reason I
> ask is because
> > I'm planning to change it a little bit and I want to make
> sure my changes
> > don't break anyone's code.  Basically right now, only
> sounds emitted by a
> > player entities are filtered by group.  Sounds emitted by
> other entities
> are
> > not filtered and are sent to all clients regardless of
> group.  I plan to
> > change this in the 1110 engine release so that all sounds
> are filtered
> based
> > on the emitting entity's group, regardless of whether the
> emitting entity
> is
> > a player or not.  I just want to make sure this is not going to be a
> problem
> > for anyone.  Speak up now if it is.
> >
> > If you don't have any idea what trace groups are or if you
> are using them,
> > then this won't affect you at all.
> >
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