On attempting to get the tracers working. I am not sure of the cause of this
but I thought it was kind of funny...
http://www.totalretribution.com/screenshots/r00t316/badtracer.jpg
When you fire the bullets fire as expected however the tracers have about a
2 second delay before you even see them,
> Or if your mod has no vphysics at all, you can just skip the shadow
> objects and set the size directly in the entity.
>
Well the problem is, using CBaseEntity::SetCollisionBounds appears to
change the bounding box, (as "ent_bbox player" shows) but this box has
nothing to do with collision. it c
How did you fix the problem of getting stuck in prop_physics when
pushing against them and then try to walk backwards again?
(Like e.g. the jeep in the demo-map)
thanks,
so.Suddenly
Tony "omega" Sergi wrote:
Indeed, I've already got team and class system implemented, scoreboard works
with teams, go
I haven't yet actually, it's not a major priority yet for me, getting the
underlying game play stuff implemented has been as it's going to take the
most work. I've noticed that stuff happens in cs:s though, so I'm not sure
what the difference between cs:s and hl2dm are.
Also, I've noticed you don'
Yeah it's an hl mod too, not ready to announce it yet though ;)
I still have to write some tuts for wavelength though, I keep putting it
off. Hehe
-omega
-Original Message-
From: Travis White [mailto:[EMAIL PROTECTED]
Sent: December 12, 2004 11:30 PM
To: [EMAIL PROTECTED]
Subject: Re: [h
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I've noticed that in various places (all cut scenes I think), the screen is
rendered in a mix of negative and Black & White.
I've been searching through the SP SDK, but I can't find anything that will
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I've noticed that in various places (all cut scenes I think), the screen is
rendered in a mix of negative and Black & White.
I've been searching through the SP SDK, but I can't find anything that will
Mike Blowers wrote:
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I've noticed that in various places (all cut scenes I think), the screen is
rendered in a mix of negative and Black & White.
I've been searching through the SP SDK, but I can't find
"Too many people bitch about not having hl2dm source
and how hard it is to do this stuff, but it's really not, all the
framework
is there, all the examples you need are there, modders nowadays are just
too
damned lazy!"
I agree entirely... Now that I've worked out how the code is structured
and or
Or maybe we want to see how people who developed the game would write
multiplayer code? No, that can't be it. It must be because we're lazy bastards.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Monday, December 13, 2004 4:47 PM
To: [
(In serverplugin)
GameFrame states its called about 60 times a second.
If I do a Msg("%f",Engine->Time()); from it ..it looks like its firing
about 30 times a second.
Why would that be?
Is there any way to get it to fire when there isnt any players in the server?
_
[EMAIL PROTECTED] wrote:
Or maybe we want to see how people who developed the game would write
multiplayer code? No, that can't be it. It must be because we're lazy
bastards.
Sarcasm?
Not having an example means you learn more (you learn more from failures
than you do by copying what someone else h
Just use a thread.
Greets
Ronny
(In serverplugin)
GameFrame states its called about 60 times a second.
If I do a Msg("%f",Engine->Time()); from it ..it looks like its firing
about 30 times a second.
Why would that be?
Is there any way to get it to fire when there isnt any players in the
server?
Sv_alternateticks 1 cuts the server framerate in half for performance.
You'll either get 15ms ticks or 30ms ticks depending on this variable's
setting.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ray
> Sent: Monday, December 13, 2004 4:24 PM
> To
Most of coding *is* modifying other people's code. Not that I totally
agree with waiting for HL2MP source myself, but the way I look at it..
I'd rather use a solid foundation from a team of 15 engineers who have
worked with the same codebase for 6 years than invent some shakey
system in what little
Ronny Schedel wrote:
Just use a thread.
Eek! Are the engine functions in the listen server and dedicated
server thread safe?
--
Jeffrey "botman" Broome
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Did you add the ammo type? Search for CAmmoDef *GetAmmoDef() and you'll see how
HL2 adds ammo types.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Tuesday, December 14, 2004 12:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] M_iPrimaryAmmo
I have already made this changes.
I added a new line in the GetAmmoDef method with :
def.AddAmmoType("Fusil", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_fusil",
"sk_npc_dmg_fusil", "sk_max_fusil", BULLET_IMPULSE(800, 5000), 0 );=20
"Fusil" is the name of my ammo, as declared in the weapon file script =
I agree. I rather have a "walkthrough" of the code with small peices
of code, rather than a bunch of stuff to copy and paste. Maybe someone
with a good grasp of the code already can give an overview of where
stuff is, how stuff works together, and when you should modify what's
there or build off of
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How do I do this? I have seen many people talk about using
UserMessageBeing. I have a working version of the ReceipientFilter class
(from hl2coding.com) which I think I need to use.
So lets say I h
"HLCoders HUD FoNtS aNd eVerYThinG" Thread Mini FAQ:
What its need?
newbie modders *requiered* to provide 100.00 % what its need to make
mods, follow tutorials, etc..
Why?
newbie coders hardly know how to code, and have no experience with
compiler errors/warnings. To follow tutorials need full src,
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Any chance we can get our hands on vcr.cpp ?
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I believe it was done with a screen shader. Look at the intro script
entities.
There was a discussion about this in wavelength, and I think that’s what
whoever figured it out, said it was.
-omega
-Original Message-
From: Mike Blowers [mailto:[EMAIL PROTECTED]
Sent: December 13, 2004 8:46
Depends on what he wants to do. I had never any problems
with threads in my past hl1 programms :o)
Greets
Ronny
Ronny Schedel wrote:
Just use a thread.
Eek! Are the engine functions in the listen server and dedicated
server thread safe?
--
Jeffrey "botman" Broome
_
m_iPrimaryAmmo tells the ammo type that a gun uses. It comes from the
"primary_ammo" field of the weapon's script file (in
scripts\weapon_.txt). m_iAmmo tells how much of each type of
ammo a character has on them.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Beha
I don't feel safe doing some HL stuff in a thread, especially since what
I'm doing in GameFrame is _definitely_ not thread safe.
My problem is that GameFrame won't fire unless a player is in the server -
this makes it difficult for me to beta test things quickly.
-David Anderson
On Tue, 14
That's because the player logic has to run on the client as well (for
multiplayer prediction) so it's a special case.
You'll need to modify the functions in gamemovement.cpp:
const Vector& CGameMovement::GetPlayerMins( bool ducked ) const
{
return ducked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN
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I do agree that people are to lazy... and after being around for the 1st SDK
I really understand what you mean and remember the people who just copied
and pasted the tutorials.
I think maybe making some tutorials that explain a feature and discus
I asked Greg Coomer what he used, here's what he said:
The best tool by far is called Fontlab. That's what we use. It's
expensive, though. [~US $500]
The makers of Fontlab have a low-priced version called TypeTool. It
costs $100.
I'd strongly recommend this option for MOD teams. It's not free, bu
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