> Yet, even in the case of a full blown scripting language, not having
> InsertCommand() means that any scripts/commands that you wished to
> invoke via a normal Valve cfg file would have the same ordering problem if
> they needed to pass commands back to the server (e.g. exec, changelevel,
> kick
Thanks for that Mike.
On a similar note, are network arrays treated as a single or is each
element considered seperate to the engine when it handles network
updates?
-Thanks
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This is also something I've considered-- I was just discussing this in my forum.
Obviously writing my own 'exec' (and a lot of surrounding overhead) is a way I
can achieve what I want without Valve providing the appropriate mechanism.
It's not terrible to force all users to use a different .cfg f
I'm pretty sure the command queue works the same as most of these games since
Quake. All 'exec' does is place all of the lines into the command queue in the
proper order. Then the command handler will take each command independently off
of the queue. At that point, they're not a 'block' or anythin
Hey,
Was just wondering when or if the problem with Steam and OGL Fog, where
additive textures are screwed up will be fixed.
Thanks.
-DarkNight-
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the fog uses an adtive base (at least in the code your
own for hl1) so it wont be any time soon for that one,
in regards to hl2, lets ask the experts...
--- Aaron Zinghini <[EMAIL PROTECTED]>
wrote:
> Hey,
>
> Was just wondering when or if the problem with Steam
> and OGL Fog, where
> additive te
Why is it that in WON HL this was never a problem? There was something in
Steam that stuffed it up.
-DarkNight-
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I took some screen shots for a mod i droped after
Digital Extreams came after me, in won that has
aditive entitys, and they seemed to stand out - is
this waht you mean (
http://mods.moddb.com/gallery/image/9432/ )
Adam
--- Aaron Zinghini <[EMAIL PROTECTED]>
wrote:
> Why is it that in WON HL this
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