Re: [hlcoders] Question about Precaching in Source.
He means if the map uses models etc too. Isn't there a way to include all that stuff into a bsp now? -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about Precaching in Source.
Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about Precaching in Source.
Lance Vorgin wrote: Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ Heh-heh! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Question about Precaching in Source.
That's killing a flea with a thermonuclear bomb. I was in the process of doing that, but it doesn't make sense why its not like that in the first place :S. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin Sent: Monday, February 28, 2005 6:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Question about Precaching in Source. Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ ___ 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] Question about Precaching in Source.
It'd probably be easier to find out what the server is doing with the inputted .res file, and calling that function inside of your server plugin, no? - Original Message - From: Spencer 'voogru' MacDonald [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 28, 2005 6:24 PM Subject: RE: [hlcoders] Question about Precaching in Source. That's killing a flea with a thermonuclear bomb. I was in the process of doing that, but it doesn't make sense why its not like that in the first place :S. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin Sent: Monday, February 28, 2005 6:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Question about Precaching in Source. Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ ___ 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
Re: [hlcoders] Question about Precaching in Source.
To me it's a choice between hooking an exposed, globally accessible interface func, or rooting through the engine for some func that will move every update and differs on every platform, then figuring out the proto and calling it correctly somehow. Bleh D: In theory it's pretty simple, and I can envision those hooks being useful to have anyway ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about Precaching in Source.
because it's annoying to play a game of CS and have it sound like UT, q3, and a mash of a few movies and TV shows. Seriously, how often will the sound be used, and would it _really_ add something useful to the game? Every server adds the same damn doh and multikill sound sets, but they invariably have different names. I don't want an 800mb /sound/ folder like I did in the last days of CS, and I sure as hell don't want to download the same frigging files every time I connect to another server (I have steam on a drive just big enough to hold it and a couple other games.) Besides, you haven't got a license to freely distribute most of those files, correct? You really don't want iD and Digital Extremes, not to mention Matt Groening, to sue you, do you? On Thu, 24 Feb 2005 17:15:07 -0500, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Back in the good ole days of HL1, when you precached a file from the server, this file was automatically added to some sort of list that when a client connects, and he does not have the precached file, the server would send it to him, or have him download it from the sv_downloadurl. Automatically. Now, in Source, if we want to add a sound, or a model, using a server side mod, we have to go make res files for each different map in order for the resources to be sent to the client. If the server has a lot of maps, and we decide to add, say, a sound file that players hear when someone says doh!, now we have to go to every res file and add the sound file. Rather annoying. What was wrong with precached files automatically being sent to the client when the server precaches a resource? Why isn't it like this in Source? If the server precaches a file, chances are the client is going to need it, right? - voogru. ___ 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