I love Araxis Merge!
On Tue, 4 Jan 2005 23:36:38 +0100, Jakob W. Nielsen
<[EMAIL PROTECTED]> wrote:
> You do know that windiff comes for free with the resourcekit right ?
>
> /JWN
>
> -Oprindelig meddelelse-
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] På vegne af wheaty
> Sendt:
Yep. I just did that today. Ripped code from the SMG's grenade launcher.
The organization of the code is kind of strange, because the grenades
the SMG fires, use the class CGrenadeAR2. Kept thinking I was looking at
the wrong thing. Though I guess maybe the SMG and the AR2 use the same
grenade clas
You bring up a good point.
Because the frags have gravity on them.
Is it possible to use say a grenade as a projectile out of a weapon but
speed it up so it would fire like a bullet?
Then gravity would have a affect on it?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "
What the hell are you talking about? I've never heard of "winter-een-mas"
On Mon, 3 Jan 2005 19:54:03 -0500, Jarrett Hawrylak <[EMAIL PROTECTED]> wrote:
> Happy Winter-een-mas to you, as well.
>
> It says we're supposed to wish the developers of our favorite games a
> Happy Winter-een-mas, too.
Me neither, but I have heard of December-ween
(www.homestarrunner.com)
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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Taking the idea of multiple trace lines to their extreme conclusion...
Different weapons could give lines of different length, thus stopping
pistol-sniping, because the slower bullet would drop to the ground
before it could reach the distant target.
Treating the lines not as a fixed length -durin
Its not possible to make shaders right now, at least without rewriting
-all- the shaders. The ability to do it properly is coming. One of the
Valve guys might be able to give an updated ETA.
On Wed, 05 Jan 2005 02:17:19 +0200, Markus Hoff-Holtmanns
<[EMAIL PROTECTED]> wrote:
> Hi all,
>
> Could a
Oops, just saw Jay Stelly suggested the gravity thing too. Great minds
think alike ;)
On Wed, 5 Jan 2005 12:05:09 +1000, Luke Graham <[EMAIL PROTECTED]> wrote:
> Taking the idea of multiple trace lines to their extreme conclusion...
>
> Different weapons could give lines of different length, thus
Hi all,
Could anyone point me to some discussions about HL2 shaders? i think
there were some a while back, can't find them though.
I mean, there are just LightmappedGeneric, UnlitGeneric and Modulate at
the moment, right? And no "real" shader related code public at the
moment, right? So any chance
> 1) That would be to easy. The aim of this whole thing is to make it
> harder for the player to hit a target over a large distance.
It's really more of a reality issue. HL1 and now HL2, the pistol wins, even
when taking out targets far off in the distance. I mean, really far. Or,
take a simple
Hallo Gregg,
Du schriebst:
> Instead of calculating the trajectory of the bullet, why not just change the
> position of the cross hair? For a longer distance shot, you could raise the
> cross hair a bit. Seems like a less costly calculation.
1) That would be to easy. The aim of this whole thing
Instead of calculating the trajectory of the bullet, why not just change the
position of the cross hair? For a longer distance shot, you could raise the
cross hair a bit. Seems like a less costly calculation.
-Gregg Reno
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTE
There are a lot of HL2 tutorials on this already, look here:
http://www.hl2coders.com/category.php?ci=6
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Carmen Bartoli
> Sent: Tuesday, January 04, 2005 2:10 PM
> To: hlcoders@list.valvesoftware.com
>
You do know that windiff comes for free with the resourcekit right ?
/JWN
-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af wheaty
Sendt: 22. december 2004 01:47
Til: hlcoders@list.valvesoftware.com
Emne: Re: [hlcoders] Updated SDK source code?
There ar
I think HL1 had a trace arch function might try searching for that.
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im new to the source sdk, and id like to know where i
need to define weapons and ammo types. also, will this
cause a chain reaction in errors while compiling?
would i need to define stuff in other files as well?
[miek]
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Depends on your firearm. a pistol bullet can travel anywhere from less
than 1000 feet per second (subsonic 9mm pistol rounds) to 2750 FPS
(5.56 nato rifle rounds) or more. a granularity of 1 calculation every
50 meters is, at roughly mach 1, 7 caluclations a second. Well within
server tick rates.
I would like to be able to customize Steam's various "black screen"
dialogs for my mod. I'm nearly certain we have not been given the
facillities to do this in the SDK.
I do not mean the initial splash screen image displayed when the game
is mounting its gcf's and has "Loading..." in the bottom ri
Yea try 150 lol Feel like a preditor view or something lol...
Maybe im not explaining it correctly cause my brain is puke right now.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Tim Nagel" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, January 04, 2005 2:21 AM
Subject: Re:
He means like, using hl or quake as an example which are in 90° by default
(which is what humans see focused) but he wants to see the whole 120° range
that we see, on the screen, with the other 30° blurred out like if you're
looking out your eyes.
I think it could be done by putting the game into
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