Re: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread Roachfood
This is just from what I remember since I dont have the SDK at home. *Checks back pocket for SDK* Yea no SDK. Anyway, I remember that on the server side items have a touch function when the player touches it. I am trying to remember how the medkit works (the one on the wall) From what I r

Re: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread Reedbeta
Well, first of all, with the HEV pickup in the Hazard Course, the logon is short (just the "Welcome to the HEV Mark IV" thing). Only in the actual game does the HEV suit actually say all of the other activation messages. Second of all, in HL the sounds and animations are synched. If your framer

Re: [hlcoders] Virus on the list ?

2001-11-30 Thread Andrew Foss
> I'm pretty sure they won't sent this to everybody, but just suspected > criminasl and the sort. It's not that, it's that someone with enough skill could make it infectious, but still fit the AV sig. thus releasing a particularly nasty virus into the world... ___

Re: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread omega
from what i remember they are anyway, its been months since i even played with it. i noticed it when bigguy and i were messing with the viewports for omega warriors, (read: the example viewport code thats in the sdk) and im pretty sure i saw it there. and read it in another doc when the sdk offici

RE: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread James Williams
> >From what you describe, it sounds like it's not doing any > client-side thinking on any of > the entities. Picking up items is all server-side sounds and > such, so it wouldn't effect > that. Actually, omega told me today that in SDK2.2, item pickups and the like ARE all predicted, so spectato

Re: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread [DRP]Avatar-X
>From what you describe, it sounds like it's not doing any client-side thinking on any >of the entities. Picking up items is all server-side sounds and such, so it wouldn't effect that. -av James Williams wrote: > > >From what you are saying and the problems he is having, it > > sounds like th

Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread Georges Giroux
Yeah, the model shows up in the game (I check it out with the thirdperson command). The hitboxes show up in the game when I use r_drawentities 4, and the shield's hitbox follows the player correctly. It's just that is never registers any hits at all. Georges - Original Message - From: "Os

Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread Oskar 'Zoot' Lindgren
Have you updated /models/player.mdl ?? And not only the /models/players/modelname/modelname.mdl ?? - Original Message - From: "Georges Giroux" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, November 30, 2001 10:52 PM Subject: Re: [hlcoders] Submodel hitboxes (hitting a player'

Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread Georges Giroux
I've set a breakpoint in the traceattack function for the baseplayer. The traceattack is called before any damage it applies. It basically does a traceline and returns the entity that was hit. That's the problem, the shield doesn't ever get returned by this traceline.. Georges - Original Mess

RE: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread James Williams
> >From what you are saying and the problems he is having, it > sounds like the function not > only disables DRAWING of the entities, but also disables any sort > of calculation, > including sounds and animations. That could be the case, but all other sounds seem to play. +use makes the default "

Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread _Phantom_
Have you added code to the 'takedamage' function to test if it's hitting the hitbox for the shield? Coz, I belive I'm right in saying, if you dont trap WHERE on the person it hits it just does straight weapon damage without any skill bonus' to the player. - Original Message - From: "Georg

Re: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread [DRP]Avatar-X
>From what you are saying and the problems he is having, it sounds like the function >not only disables DRAWING of the entities, but also disables any sort of calculation, including sounds and animations. -av omega wrote: > from what i remember a long time ago, it makes it so nothing that come

Re: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread omega
from what i remember a long time ago, it makes it so nothing that comes from the server draws, only things created/updated in the client dll. -omega Blackened Interactive http://www.nofadz.com/blackened - Original Message - From: "James Williams" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]

Re: [hlcoders] NTDLL.dll crash on map change

2001-11-30 Thread Mike Blowers
Hi,   I read the posts at wavelength for some reason my username doesn't exist anymore :-( ... I'll reply here though:   To find whether you've used EXPORT with you functions easily... select the function header in MSVC++, right click then opt for go to reference... that will show where a

RE: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread James Williams
> Welp so much for me not asking a question, what does > pparams->onlyclientDraw actually DO? If I knew a little more I > might be able to throw in my 2 cents, however useless they may be. If you set it to TRUE, it completely bypasses the engine's rendering functions. The world and entities aren

Re: [hlcoders] pparams->onlyClientDraw

2001-11-30 Thread Roachfood
OMG! What is this! Corv asking a question! A! He's human! =) Im usually the one asking questions. =D Welp so much for me not asking a question, what does pparams->onlyclientDraw actually DO? If I knew a little more I might be able to throw in my 2 cents, however useless they may be. --