Re: [hlcoders] Lag bug with CVoiceGameMgr

2002-02-14 Thread Aaron Kalin
I have run into something similar, I havent run debug to check it out, but I have been getting considerable lag after implementing the voice manager as instructed. I ran bandwith tests on client and server to see if there was any spike in packets and there was, but I figured it was the voice mana

[hlcoders] Thanks People

2002-02-14 Thread Richard Paterson
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] To all who replied I'd just like to thank Botman and the others for actually taking their time and sending in very helpful replies instead of telling me to bugger off. Right now, I am only working wi

Re: [hlcoders] Thanks People

2002-02-14 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] I dedicated a song to Half-Life: Beetles - When I'm 64 Will you still feed me [Half-Life], will you still need me [Half-Life] when I'm 64? - Lakario - Original Message - From: Richard Paterson Sent: Thursday, February 14, 2002

RE: [hlcoders] Thanks People

2002-02-14 Thread Yacketta, Ronald
Just two lost souls swimming in a Half-Life bowl year after year. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Nathan Taylor Sent: Thursday, February 14, 2002 6:07 AM To: HLCoders Subject: Re: [hlcoders] Thanks People -- [ Picked text/plain from

[hlcoders] Change map problem...

2002-02-14 Thread Cortex
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I've got a problem with the map changes. When a new map is loaded (from the mapcycle or other) the InitHud function isn't called :( So my team VGUIs aren't displayed :( I've searched for a few

Re: [hlcoders] Bone position

2002-02-14 Thread Cortex
Taking inspiration of your LookupBone function, I've done one : void GetOrgBone ( void* pmodel, char *name, float* org ) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) return; mstudiobone_t *pbones = (mstudiobone_t *)( (byte *)pstudiohdr + pstudiohd

Re: [hlcoders] THE DREADED NOOB POST

2002-02-14 Thread Florian Zschocke
Ack Doh wrote: > > 1) lists the API's > 2) in words, tells shortly what the function does, what the variables passed > in are and are for > 3) gives a small sample of source code showing you how to use the function > > i have used this almost every day since downloading it, it is a very handy > to

RE: [hlcoders] Bone position

2002-02-14 Thread Ken Birdwell
Assuming you've already called StudioSetupBones(), the transformed, blended, frame accurate position is in: m_plighttransform[iBone][0][3], m_plighttransform[iBone][1][3], m_plighttransform[iBone][2][3]. -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Thursday, Fe