[hlcoders] gaitsequence problems

2002-06-02 Thread Jeff Fearn
I am having a strange problem with player models. The problem is that if the idle sequence selected for the gait sequence is in position 0 then the model is always bent forward, facing toward the ground at about 45%. Idle animations in other positions do not have this problem. Also if I switch the

RE: [hlcoders] Realistic voice comm

2002-06-02 Thread geoff c
Voice comm - as in, I-Hold-Down-Shift-And-Talk-Into-the-Mic . -geoff c At 03:34 PM 6/3/02 +1200, you wrote: >Is it voice comm or radio commands because CS has something similar but >only with the radio commands. > >[Signature removed by administrator: Signature can not exceed 20GB] > >-Ori

RE: [hlcoders] Realistic voice comm

2002-06-02 Thread Philip (Fiber)
Is it voice comm or radio commands because CS has something similar but only with the radio commands. [Signature removed by administrator: Signature can not exceed 20GB] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of geoff c Sent: Monday, June 03, 2002

RE: [hlcoders] p/w model skins

2002-06-02 Thread Ken Birdwell
The call to IEngineStudio.StudioSetupSkin( pweaponmodel, 1 ) won't do what you want. This function just readies the texture to be used by the graphics card, which will get overridden inside of IEngineStudio.StudioDrawPoints(). The "hidden magic undocumented info" is to set m_pCurrentEntity->curs

[hlcoders] Realistic voice comm

2002-06-02 Thread geoff c
Hi. If I recall correctly, Day of Defeat handles voice communication as a radial thing - if you are within a certain radius, you can hear a talking player, if you're outside, you can't. Also, people farther away from the speaker you get, the quieter the sound becomes. Correct? I wouldn't know,