Re: [hlcoders] TriApi + OpenGl + nVidia = BAD ????

2001-12-03 Thread Cortex
I found a way to get aroud this bug... If I turn the Render Mode of my func_wall to Solid, my rain works ;)   But... :-( I don(t know how to explain this, I attach a screen ;) On the screenshot, the block is BEHIND the rain poly which is underlined !!!.  

Re: [hlcoders] [OT] question to valve, curious

2001-12-03 Thread Biggs
I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The ans

[hlcoders] [OT] question to valve, curious

2001-12-03 Thread Andrew Foss
I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer.   upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that di

Re: [hlcoders] LOD stuff

2001-12-03 Thread Oskar 'Zoot' Lindgren
.rules - Original Message - From: "Paolo "Nusco" Perrotta" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, December 03, 2001 10:30 AM Subject: Re: [hlcoders] LOD stuff > Hi Persuter. I won't post attachments to this list anymore after last week's > virus incident, but here's

Re: [hlcoders] pushable objects

2001-12-03 Thread [DRP]Avatar-X
I've never seen pushables in unreal, but that sounds a lot like func_pushable... -av botman wrote: > > Has anybody seen documentation on pushable objects in > > HL ala Unreal Tournament? > > > > I figure that it could work by making a new item that > > when used it tries to move away from your f

[hlcoders] Finding out Client's Team Index in Scoreboard Code

2001-12-03 Thread Miguel Aleman
How can I find the team Index of a client in the VGUI_Scoreboard code?

Re: [hlcoders] TriApi + OpenGl + nVidia = BAD ????

2001-12-03 Thread Cortex
I localised the problem... It's in the Spawn function of the func_wall entity :   SET_MODEL( ENT(pev), STRING(pev->model) );   If I comment out this line, the block doesn't appear and my rain works fine...   What's that strange problem ??? Engine or code problem   Thanks for ANY he

Re: [hlcoders] pushable objects

2001-12-03 Thread botman
> Has anybody seen documentation on pushable objects in > HL ala Unreal Tournament? > > I figure that it could work by making a new item that > when used it tries to move away from your forward > vector but not having to 'use' it would be preferred. You could create a Touch function (i.e. PushTou

[hlcoders] pushable objects

2001-12-03 Thread vato loco
Has anybody seen documentation on pushable objects in HL ala Unreal Tournament? I figure that it could work by making a new item that when used it tries to move away from your forward vector but not having to 'use' it would be preferred. Any ideas? -loco3d _

Re: [hlcoders] LOD stuff

2001-12-03 Thread Patrick Phillips
heh, my store's pretty small, so they would NEVER do that. What'd you do? I do carts and hate it when I'm scheduled for cashiering cause people suck. >From: "Ubermensch" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] LOD stuff >Date: Sun, 2 Dec

RE: [hlcoders] LOD stuff

2001-12-03 Thread James Williams
> I bumped this up to 128 so this should be less of a problem now. Many thanks. =) -James "Corvidae" Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) <>

RE: [hlcoders] LOD stuff

2001-12-03 Thread Erik Johnson
I bumped this up to 128 so this should be less of a problem now. Erik -Original Message- From: James Williams [mailto:[EMAIL PROTECTED]] Sent: Monday, December 03, 2001 10:14 AM To: [EMAIL PROTECTED] Subject:RE: [hlcoders] LOD stuff BTW, I sent this yesterday afternoon

[hlcoders] TriApi + OpenGl + nVidia = BAD ????

2001-12-03 Thread Cortex
Hello,   I've finished to program some rain in my mod. I used TriApi. I tried it in different positions and all work ;) except one ;( When a func_wall block is in my vision, all my TriApi disappear ! I've run MSVC in debug mode... My functions are always correctly called, but when I've some

RE: [hlcoders] LOD stuff

2001-12-03 Thread James Williams
BTW, I sent this yesterday afternoon, but there's a hold on messages >40KB and they have to be individually approved by a moderator. Just thought I'd warn you all in advance. =) -James "Corvidae" Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavele

Re: [hlcoders] LOD stuff

2001-12-03 Thread James Williams
To get back on track, here's the original email with .cpp file attached (and lame topica ads removed). Knock yourselves out. =) -James "Corvidae" Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.under

Re: [hlcoders] LOD stuff

2001-12-03 Thread Nathan Taylor
>> Lol =)  IRC ALERT...   - Original Message - From: omega Sent: Sunday, December 02, 2001 11:41 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] LOD stuff  Lol =)-omegaBlackened Interactivehttp://www.nofadz.com/blackenedIRC: irc.gamesnet.net channel: #blackened-interactive- Original M

Re: [hlcoders] LOD stuff

2001-12-03 Thread Paolo \"Nusco\" Perrotta
Hi Persuter. I won't post attachments to this list anymore after last week's virus incident, but here's a link to the file: http://www.planethalflife.com/holywars/tmp/entity.cpp The Holy Wars downloadable contains some examples of LODded models. You can also experiment with client-side console c