Re: [hlcoders] Altering the Vanishing Point
You get the original View when using m_flOffCenterBottom = 0.0f; m_flOffCenterLeft = 0.0f; m_flOffCenterTop = 1.0f; m_flOffCenterRight = 1.0f; Best would be to use ConVars and try out different values to figure out how to use these vars. As far as i can see this really is what you searched for. - Archy Torben Schou wrote: > When I set OffCenter to true and set all the offsets to 0, it stops rendering > the world, but still renders the player weapon. Do you have any thoughts on > how these variables are meant to be properly used? > > Cheers > Torb > > --- On Wed, 25/6/08, Julian Moschüring <[EMAIL PROTECTED]> wrote: > >> From: Julian Moschüring <[EMAIL PROTECTED]> >> Subject: Re: [hlcoders] Altering the Vanishing Point >> To: "Discussion of Half-Life Programming" >> Received: Wednesday, 25 June, 2008, 9:19 PM >> It seems to me CViewSetup's OffCenter is offering >> enought to do what you >> want. >> You will have to set >> m_flOffCenterTop >> m_flOffCenterBottom >> m_flOffCenterLeft >> m_flOffCenterRight >> of CViewSetup too, when using OffCenter. >> >> -archy >> >> Julian Moschüring wrote: >>> Sounds like you want to implement support for >> something like this: >>> http://www.youtube.com/watch?v=Jd3-eiid-Uw >>> >>> I don't think that there is a vanishing point you >> just have to change >>> implemented in the sdk. You will propably have to mess >> with the >>> projection matrix yourself. >>> -archy >>> >>> Justin Krenz wrote: I don't think you understand what a vanishing >> point is. Torben Schou wrote: > Does anyone know if it's possible to alter >> the > position of the vanishing point? I ask, as I >> want to > make the view look natural if you're head >> was off > centre from the middle of the screen. For >> example, if > your head was to the right, the vanishing >> point would > located further left. > > As a starting point, I saw that there was an >> OffCenter > variable in the CViewSetup, but setting this >> to true > just screwed up the rendering. > > Worth mentioning is that I'm using the >> Episode 1 > version of the Source engine. > > I've also asked this question on the Steam >> forums: >> http://forums.steampowered.com/forums/showthread.php?t=694407 > Feel free to reply to either. > > Anyone got any ideas? > Thanks > > > Get the name you always wanted with the >> new y7mail email address. > www.yahoo7.com.au/mail > > >> ___ > 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 >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the >> list archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > Get the name you always wanted with the new y7mail email address. > www.yahoo7.com.au/mail > > ___ > 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] Post your code!
*"I just networked the name of the entity and loaded those scripts for that clientside entity when it's created. **garry"* Yea, I got that, but how did you unpick the IMPLEMENT_NETWORKCLASS_ALIASED macro. On 6/16/08, Ben Everett <[EMAIL PROTECTED]> wrote: > > Good call :) At least I deleted the OBJ files ;) > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards > > Sent: Monday, June 16, 2008 8:09 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Post your code! > > FYI, there's about 54MB of intellisense cache in that rar that could be > deleted. > > I tooled around in a few of the maps but didn't manage to work anything > out. Fantastic visuals though. :-) > > Ben Everett wrote: > > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet > > and FileShack to have them host it. You can already nab all art assets > and > > code from: > > http://www.obike.net/forsaken/Forsaken%20Release.rar > > > > I'll upload a installation file for the mod itself shortly. > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > > Sent: Sunday, June 15, 2008 2:33 PM > > To: Discussion of Half-Life Programming > > Subject: Re: [hlcoders] Post your code! > > > > Watch out for copyright. It doesn't matter if you can get in touch with > > them any more: it's still not your work. > > > > Otherwise, bring it on! :-) > > > > Ben Everett wrote: > > > >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone > >> anymore) I've thought about releasing the source code, art assets, and > map > >> assets for free as well as the last playable build of the game. What > would > >> you guys think of that? > >> > >> -Original Message- > >> From: [EMAIL PROTECTED] > >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom > Edwards > >> Sent: Saturday, June 14, 2008 4:30 AM > >> To: hlcoders > >> Subject: [hlcoders] Post your code! > >> > >> Do you have any code lying around that might be useful to others? Why > >> not share it? > >> > >> http://developer.valvesoftware.com/wiki/Category:Free_source_code > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> __ NOD32 3186 (20080613) Information __ > >> > >> This message was checked by NOD32 antivirus system. > >> http://www.eset.com > >> > >> > >> > >> ___ > >> 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 > > > > > > __ NOD32 3187 (20080615) Information __ > > > > This message was checked by NOD32 antivirus system. > > http://www.eset.com > > > > > > > > ___ > > 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 > > > > __ NOD32 3190 (20080616) Information __ > > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > ___ > 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] Fatal error C1853
Delete the .pch file in your build directory (Debug or Release directory in cl_dll and dlls directory), then rebuild. This means there is an error in the Pre-Compiled Headers file... a clean build won't necessarily delete it. You can also right-click the file that generates the PCH and select compile, that should overwrite it as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Gurney Sent: Wednesday, June 25, 2008 7:55 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Fatal error C1853 All of a sudden, I'm getting hit with this error 24 times. I changed one line (started to implement procedural textures as per the valve developer wiki) and that showed up. I reverted my changes and it still persists. I didn't change any of the project defaults or anything like that...and I know typically when mysterious errors like this appear, it's because I've changed something seemingly unrelated. I just can't figure out what that might be. I'm running the HL2 single player solution, and up until I changed the itexture.h file, everything was compiling with no issues (or at least, none that weren't my faulty code.) Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 3218 (20080625) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fatal error C1853
That did the trick! Thanks Ben. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
maybe someone have any ideas of co-op in SP, with switching between characters? please, post your code. :) -- реклама --- Чекаєте відсотки в банку?.. Навчіться заробляти більше! www.forexclub.ua ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders