RE: [hlcoders] disappearing turret_floor

2007-04-23 Thread Hyperjag 3
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[ Picked text/plain from multipart/alternative ]

I just have them commented out in my mod, I'm pretty sure the only
purpose of it is so that when you get stuck inside an npc doing a
script, you don't see their model from the inside out.> From: [EMAIL 
PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] 
disappearing turret_floor> Date: Mon, 23 Apr 2007 21:06:47 +0100> > Ah superb, 
that's exactly where it was happening.> I've just commented out where it sets 
the NODRAWs and it seems to work> fine for now.> Is this safe, or does the 
NODRAW flag have wider implications than> simply not drawing an object? I 
suppose it would probably be safer to> simply make sure the turret has no 
NODRAW flags set in a think function> in the turret class itself.> Cheers,> > 
Rich> > Hyperjag 3 wrote:> > --> > [ Picked text/plain from 
multipart/alternative ]> >> > I had a similar problem with actor npcs in my 
multiplayer mod (not the turret though, so this may not work), and it was 
caused by the C_BaseHLPlayer::PerformClientSideObstacleAvoidance function.  
With the latency in multiplayer, this function doesn't seem to work right, and 
only applies the nodraw to npcs, while almost never removes it.  Try taking a 
look at where it sets nodraw in there and see if it could be the problem.> 
From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: 
[hlcoders] disappearing turret_floor> Date: Sun, 22 Apr 2007 23:15:07 +0100> > 
That's what I was looking for, but I've yet to find any EF_NODRAW flags> being 
set or similar.> > Rich> > Dest Romano wrote:> > Try checking if any nodraw 
flags are set on the turret.> >> > Original Message Follows> > From: 
Richard <[EMAIL PROTECTED]>> > Reply-To: hlcoders@list.valvesoftware.com> > To: 
hlcoders@list.valvesoftware.com> > Subject: [hlcoders] disappearing 
turret_floor> > Date: Sun, 22 Apr 2007 19:35:05 +0100> >> > Hi,> >> > I've been 
working on getting the turret_floor working in multiplayer,> > and on the whole 
it is working well.> >> > One final issue I keep on encountering is the 
turret's model> > disappearing in game. You can still see the turret is there 
as it's> > 'eye' is still glowing, and it will still shoot at you, but other 
than> > that, it's invisible.> >> > It seems to happen quite randomly, but is 
possibly related to it being> > moved around a lot, i.e. it only seems to 
happen when being picked up,> > dropped etc.> >> > Does anyone have any idea 
where I should to look to see why this is> > happening? Looking at 
npc_turret_floor I can't see anything that would> > stop the model from 
drawing, am I being blind? Is there anything I> > should look out for that 
would cause an entity not to be drawn, any> > behaviour that would hide it that 
I don't know about?> > Thanks,> >> > Rich> >> > 
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[hlcoders] Re: Was a texture used?

2007-04-23 Thread Paul Peloski
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I managed to get the information I needed using a material proxy (not the
ideal solution since I wanted to know at the texture level not the material
level). But the OnBind does tell me when the material's basetexture is
actually going to be rendered..

I have another question though: is it absolutely necessary to create all
render targets using the IClientRenderTargets::InitClientRenderTargets? Is
there a way to create them on the fly?

Regards,

Paul
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Re: [hlcoders] disappearing turret_floor

2007-04-23 Thread Richard

Ah superb, that's exactly where it was happening.
I've just commented out where it sets the NODRAWs and it seems to work
fine for now.
Is this safe, or does the NODRAW flag have wider implications than
simply not drawing an object? I suppose it would probably be safer to
simply make sure the turret has no NODRAW flags set in a think function
in the turret class itself.
Cheers,

Rich

Hyperjag 3 wrote:

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[ Picked text/plain from multipart/alternative ]

I had a similar problem with actor npcs in my multiplayer mod (not the turret though, so this may not work), and it was caused by the C_BaseHLPlayer::PerformClientSideObstacleAvoidance function.  With the latency in multiplayer, this function doesn't seem to work right, and only applies the nodraw to npcs, while almost never removes it.  Try taking a look at where it sets nodraw in there and see if it could be the problem.> From: [EMAIL 
PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] disappearing turret_floor> Date: Sun, 22 Apr 2007 23:15:07 +0100> > That's what I was looking for, but I've yet to find any EF_NODRAW flags> being set or similar.> > Rich> > Dest Romano wrote:> > Try checking if any nodraw flags are set on the turret.> >> > Original Message Follows> > From: Richard <[EMAIL 
PROTECTED]>> > Reply-To: hlcoders@list.valvesoftware.com> > To: hlcoders@list.valvesoftware.com> > Subject: [hlcoders] disappearing turret_floor> > Date: Sun, 22 Apr 2007 19:35:05 +0100> >> > Hi,> >> > I've been working on getting the turret_floor working in multiplayer,> > and on the whole it is working well.> >> > One final issue I keep on encountering is the turret's model> 
> disappearing in game. You can still see the turret is there as it's> > 'eye' is still glowing, and it will still shoot at you, but other than> > that, it's invisible.> >> > It seems to happen quite randomly, but is possibly related to it being> > moved around a lot, i.e. it only seems to happen when being picked up,> > dropped etc.> >> > Does anyone have any idea where I should to look to see why 
this is> > happening? Looking at npc_turret_floor I can't see anything that would> > stop the model from drawing, am I being blind? Is there anything I> > should look out for that would cause an entity not to be drawn, any> > behaviour that would hide it that I don't know about?> > Thanks,> >> > Rich> >> > ___> > To unsubscribe, edit your list 
preferences, or view the list archives,> > please visit:> > http://list.valvesoftware.com/mailman/listinfo/hlcoders> >> > _> > Mortgage refinance is Hot. *Terms. Get a 5.375%* fix rate. Check savings> > 
https://www2.nextag.com/goto.jsp?product=10035&url=%2fst.jsp&tm=y&search=mortgage_text_links_88_h2bbb&disc=y&vers=925&s=4056&p=5117> >> >> >> > ___> > 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>
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Re: [hlcoders] Base Bot

2007-04-23 Thread Jeffrey \"botman\" Broome

Mark Chandler wrote:

Is there any base multiplayer bot code out there?


I haven't looked in a long while, but if there is, you'd probably find
it here...

http://bots-united.com/

...check their Forums.

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Jeffrey "botman" Broome

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[hlcoders] Base Bot

2007-04-23 Thread Mark Chandler
Is there any base multiplayer bot code out there?

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