Now back to the regularly scheduled topic ;)

any know of the post I am speaking of or the individuals I can speak to
regarding the
post?

-Ron

> -----Original Message-----
> From: Cortex [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, June 26, 2002 12:45
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Particle System
>
>
> Thx a lot :) I'll surely take a look at Q1 source code :)
>
>      - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
>      - email : [EMAIL PROTECTED]  &  ICQ : 71548738
>
> ----- Original Message -----
> From: "botman" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, June 26, 2002 6:12 PM
> Subject: Re: [hlcoders] Particle System
>
>
> | > OK, thx... And, finally... I didn't really understood
> what you said
> before.
> | > I quote from your previous message :
> | > "It keeps backing up from the end point until it hits
> non-solid space.
> Like
> | > the comment says, it shouldn't really happen, but it does
> occasionally."
> | >
> | > What shouldn't really happen but does occasionally ?
> | > Thx for the help :)
> |
> | What shouldn't happen is that the trace line code should NOT be
> terminating
> | inside a solid surface.  The code is supposed to use the
> BSP tree hull
> | information to determine where (which plane) a trace line
> will terminate.
> The
> | end point of this trace line SHOULD be in open space, but
> sometimes the
> trace
> | line terminates inside a solid surface.  The trace line
> code then attempts
> to
> | back up from the solid surface to hit open space.  If, in
> the process of
> | backing up, the length of the trace line becomes less than
> zero (goes
> negative)
> | the engine knows that the trace line has actually gone back PAST the
> starting
> | point in the other direction and that's when you get the
> warning message
> about
> | a trace "backup past 0".
> |
> | There's a few other special cases inside the SV_RecursiveHullCheck()
> function
> | (found in world.c) in the Quake I source code that you
> might want to look
> at if
> | you really what to understand how the trace line in
> Half-Life works.  The
> Quake
> | I source is available from the ftp.idsoftware.com website.
> |
> | Jeffrey "botman" Broome
> |
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