botman wrote:
Many devices use a 1400 byte limit for
the MTU. Any packets larger than this can be split into multiple packets.
IP will preserve the sequence of these packets and reassemble them in the
correct order when they reach the destination (even if the packets take
different paths to the
Did you get the fov working in first person spectator mode?
All I want to do is copy the fov from the person you're watching (using the
g_iUser2 variable I imagine) to the current client. I wanted to refresh it
in view.cpp, I tried accessing it using pparams, entity states, curstate etc
but can't
One of my dev team somehow got word that the next HL patch might include
some if not all of the engine enhancements from CS:CZ, mainly the added
model capabilities like alpha maps. I've not heard any mention of this from
the usual sources but it seems possible now that CS:CZ has been handed over
i thought the multiplayerpart of cs:cz is the same as cs 1.6... isn't it?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N'
Blane
Sent: Friday, January 03, 2003 3:12 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Engine enhacements been
One of my dev team somehow got word that the next HL patch might include
some if not all of the engine enhancements from CS:CZ, mainly the added
model capabilities like alpha maps. I've not heard any mention of this
from the usual sources but it seems possible now that CS:CZ has been
handed
Thnx for an informed opinion about that botman, although it's not the
official word it sounds like there certainly alot of doubt as to the
position Valve might take on this issue. I find it funny how you said they'd
never risk something that would break any mods, especially as i remember
some mod
I'll cross my fingers and hope that we do have some promising news from
Gabe or someone, if not then I'll see what I can get from Chris Bokitch
since the lads at Valve don't appear check this mailing list regularly so
they could miss this.
I would bet that there's a lot more people at Valve
...maybe if you asked a specific coding question they may be more inclined
to answer ;)
__
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I'm not much of a programmer, I just handle the all management and various
design aspects of the project I leave the programming to Laurie and James.
:) Odds are that after i get done with this I'll spend a year learning C++
since that the last area for me to gain experience in. Odds are we'll
One thing that I find interesting is that Ritual is using QERadiant
instead of Hammer. Perhaps Ritual's level designers
(all hail Levelord!) are just more familiar with QERadiant and didn't
want to have to learn a different interface, but I
wonder if there were any missing features from
I've used QEradient for HL editing and i have to say that it's a damn
nightmare trying to set the damn thing u pto use WADs, but i simply couldn't
settle with it once i got past the traumatic set up. I hate to sound like
one of the brainwashed masses but WC/Hammer simply is perfect for Quake
I have to agree with that. It's got one of the nicest interfaces around. I
tried QERadiant a couple of times, and it was just awful.
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 4:14 PM
Subject: Re: [hlcoders] Engine
Most of the Ritual mappers have been using QER for a very long time. It
makes more sense that they use something they are extremely comfortable with
rather than go through the learning stages all over again to use WC/Hammer
(WC Hammer? Oh, that's just TOO close... hehe).
Adding CZ support to
Funny thing is, qeradiant came from the same source tree that
worldcraft/hammer did. Just, the guy that did WC made it more newbie
friendly that's all.
Personally I cant stand hammer/wc over GTKRadiant, but the hl plugins
aren't done yet.
GTK Radiant is massively superior =) Just, not for HL junk
That was a source tree that split a *long* time ago. I wouldn't say Hammer
is more newbie friendly - it's just got a more friendly interface. It's
certainly as powerful as Radiant.
- Original Message -
From: omega [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 6:47
Hmm, as far as I know, Ben Morris didn't base Worldcraft on the Radiant
souce. In fact, I'm almost sure of it. I'll find out next time we do
coffee.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Neale Roberts
Sent: Friday, January 03, 2003 11:45 AM
Coulda sworn it was QuakeED back in the day, that was so long ago that
my memory could be failing though.
-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On
hi,
in the past we used wallhacks to analyse the demos we recorded of possible
cheaters. After some training it was very easy to detect cheaters cause we
were able to see exactly what they saw. In nower days the VAC WH block is
online which is a great thing - but those f#%ยง* ESP wallhacks are
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 4:12 PM
Subject: [hlcoders] Engine enhacements been added in next HL patch?
One of my dev team somehow got word that the next HL patch might include
some if not all of
Back in november I posted a open question about using
content from the PS2 version of HL in user mods. I
would really need to know if that is allowed or not.
So, what's the answer?
--- Ken Birdwell [EMAIL PROTECTED] wrote:
Some of these questions take a few days to answer,
especially if they're
As I said back when you asked, email Eric and ask him to forward it onto
the relevant people.
I recently did this and got a response pretty quickly considering the
time of year (which I forgot when I chased it up :/ oops).
It'd be better to email them directly than asking here.
Michael Shimmins
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