RE: [hlcoders] disappearing turret_floor
-- [ 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> >> > ___> > 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>> > _> > News, entertainment and everything you care about at Live.com. Get it now!> > http://www.live.com/getstarted.aspx> > --> >> > ___> > 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> _ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Was a texture used?
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] disappearing turret_floor
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> >> > ___> > 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> _ News, entertainment and everything you care about at Live.com. Get it now! http://www.live.com/getstarted.aspx -- ___ 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
Re: [hlcoders] Base Bot
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Base Bot
Is there any base multiplayer bot code out there? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders