Re: SV: [hlcoders] Updated SDK source code?

2005-01-04 Thread David Byttow
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:

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread SuicideCommando
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

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread r00t 3:16
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: "

Re: [hlcoders] Winter-een-mas

2005-01-04 Thread Childe Roland
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.

Re: [hlcoders] Winter-een-mas

2005-01-04 Thread Draco
Me neither, but I have heard of December-ween (www.homestarrunner.com) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://l

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Luke Graham
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

Re: [hlcoders] Shaders...

2005-01-04 Thread Luke Graham
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

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Luke Graham
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

[hlcoders] Shaders...

2005-01-04 Thread Markus Hoff-Holtmanns
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

RE: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread HoundDawg
> 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

Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Yarin Kaul
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

RE: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Gregg Reno
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

RE: [hlcoders] Defining Weapons and Ammo Types

2005-01-04 Thread HoundDawg
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 >

SV: [hlcoders] Updated SDK source code?

2005-01-04 Thread Jakob W. Nielsen
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

Re: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Tau Cannon
I think HL1 had a trace arch function might try searching for that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Defining Weapons and Ammo Types

2005-01-04 Thread Carmen Bartoli
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] ___ To unsubscribe, edit your list

Re: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Andrew Foss
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.

[hlcoders] Valve: customizing Steam's loading/connecting black screens for mods?

2005-01-04 Thread karlthepagan
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

Re: [hlcoders] Firstperson weapon view

2005-01-04 Thread r00t 3:16
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:

RE: [hlcoders] Firstperson weapon view

2005-01-04 Thread Tony \"omega\" Sergi
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