instead of updating the beams position in one of the think functions
(which sound like they're being called after the beam is rendered),
try using the ViewModelDrawn() function to update the beam's position
and then use beams->DrawBeam() to render it with the correct position.
check out the RPG, a
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http://msdn.microsoft.com/visualc/vctoolkit2003/
On 8/28/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote:
>
> On a related note, is there a way to do command-line builds? Because
> I haven't been able to find any information about this, so I'm still
>
I'm sorry if I'm miles off base here, but I don't have the HL2 SDK to
play with yet (5 more days until I get an internet connection and can
decrypt the game :))).
The CodeBlocks IDE is a wonderful new, free, SourceForge project
(http://codeblocks.sourceforge.net) which integrates with a variet
On a related note, is there a way to do command-line builds? Because
I haven't been able to find any information about this, so I'm still
left somewhat confused as to whether it's possible (I'm used to GCC on
*nix, so I though it was always possible, but MS appear to tie it to
the IDE).
On 8/28/05
Has anyone made progress with this? An example or tutorial would be
most helpful.
On 7/28/05, Skyler York <[EMAIL PROTECTED]> wrote:
> Nevermind my last question, turns out render targets are really just a
> special kind of material. So yeah that would explain how you render to
> a texture :P
>
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Morten the best advice I can give you, is pick up a beginners book for C++
and then trudge through it.
I did the same, I got a book and started reading it and I tried to apply
practices I learnt from the book into the SDK, I believe that will be
Kamran,
It is not up to you or anyone of the other elitists to decide who can
or cannot post to this list nor what conditions they may post under.
This list belongs to and is run by *Valve Software* and is hosted on
their servers.
If someone with actual authority over this list demands that "new
Does the singleplayer SDK comes with the blank MP SDK files still? If
so take a look at the player files for the blank mp sdk. I found the
actual location ages ago when I ported the HLDM gman model to source
and attempted to use him as the player. His animations had different
names and I got error
It's a good idea to read through the entire Valve Developer Community
wiki to get "in the know" and then try to experiment and solve problems
by yourself. It should be a last resort to ask here... who knows, you
may find a better way to accomplish a goal.
[EMAIL PROTECTED] wrote:
It's VS .NET o
It's VS .NET or bust.
And on another note:
I appreciate the fact that you realize and freely admit to not knowing
much, and I applaud your courage at bothering to ask these questions on
hlcoders. But seriously; if you want help from the experienced people on
this list, it would do well to show th
nd so evaluates to true),
> and this is stopping my explosion from going off.
>
> I can't think of any way to remedy this, and it's probably a simple answer
> (I'm a noob, etc.). Thanks in advance for any help. :P
>
>
>
b, etc.). Thanks in advance for any help. :P
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Hi sorry to be such a newbie!
But is there other programs i can use to code in? Does The SDK only
work with Microsoft Visual Studio .NET ?
Because the Microsoft Visual Studio cost much Money... :(
Are there any alternatives?
Thanks in advance and sorry for my bad english!
I've got some code to make an explosion happen at the end of a trace, and
it all compiles fine, etc., but it doesn't actually run. The code is as
follows:
#ifndef CLIENT_DLL
if ( GetPrimaryExplosionRadius() > 0 )
{
//Create an explosion at the point of impact
Hmmm...I've put this to one side for the time being, as I have more
pressing matters to contend with. When I did play around with the proto
sniper code though, I didn't manage to get it to work. :(
Thanks for all the help everybody anyway. :)
Skyler York wrote:
Check out proto_sniper.cpp on the
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