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
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
--
[ 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
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
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
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
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
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
8 matches
Mail list logo