Re: [hlcoders] (no subject)

2003-07-17 Thread Chris Foss
I agree, but perhaps it's better off in CHud::VidInit... - Original Message - From: "@lph@ Bet@" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, July 17, 2003 7:30 PM Subject: [hlcoders] (no subject) > > > _ > MS

[hlcoders] (no subject)

2003-07-17 Thread @lph@ Bet@
_ MSN Search, le moteur de recherche qui pense comme vous ! http://search.msn.fr ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valveso

[hlcoders] Re: hlcoders digest, Vol 1 #995 - 8 msgs

2003-07-17 Thread @lph@ Bet@
From: [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: hlcoders digest, Vol 1 #995 - 8 msgs Date: Thu, 17 Jul 2003 06:34:02 -0700 (PDT) Send hlcoders mailing list submissions to [EMAIL PROTECTED] To subscribe or unsubscribe via the World Wide Web, visit h

Re: [hlcoders] Emiters and Attachments

2003-07-17 Thread zmeko
what code? Tony "omega" Sergi wrote: You need to get the code from this archive. Or if someone else feels like posting it again for the 8th time or something like that. Heh -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com

RE: [hlcoders] Emiters and Attachments

2003-07-17 Thread Tony \"omega\" Sergi
You need to get the code from this archive. Or if someone else feels like posting it again for the 8th time or something like that. Heh -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL P

Re: [hlcoders] Emiters and Attachments

2003-07-17 Thread zmeko
how do i use SV_StudioSetupBones. i search for examples of it and i couldn't find any. i also search for sv_blending_interface_t and i only found one instance. Tony "omega" Sergi wrote: You can still do that it you use SV_StudioSetupBones. Just don't include the 9-way blending parts.

RE: [hlcoders] Emiters and Attachments

2003-07-17 Thread Tony \"omega\" Sergi
You can still do that it you use SV_StudioSetupBones. Just don't include the 9-way blending parts. -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] O

Re: [hlcoders] Emiters and Attachments

2003-07-17 Thread Michael
cache them on the server side? Tony "omega" Sergi wrote: Just cache the last known positions; store into a global var all 4 attachment points for all players every time the player is drawn, use them. Being one render frame behind is better than being completely screwed up =) -omega -Original M

RE: [hlcoders] Emiters and Attachments

2003-07-17 Thread Tony \"omega\" Sergi
Just cache the last known positions; store into a global var all 4 attachment points for all players every time the player is drawn, use them. Being one render frame behind is better than being completely screwed up =) -omega -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTE

RE: [hlcoders] Emiters and Attachments

2003-07-17 Thread Cale 'Mazor' Dunlap
The only help I can offer is that I DO know the attachment points aren't looked at until almost the very last step in the render process, so it might have something to do with where you are trying to call the emitting function. I had this same problem with the mortar cannons in Firearms, I never fo