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 > | > | _______________________________________________ > | To unsubscribe, edit your list preferences, or view the > list archives, > please visit: > | http://list.valvesoftware.com/mailman/listinfo/hlcoders > | > | > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

