In CHudMessage::MessageAdd() in message.cpp, there are two calls to
TextMessageGet() which is an engine function. I have not yet been able
to get this function to return anything but NULL.
In my gamedir, I have a file called resource/gamedir_english.txt
(substituting gamedir for the game I'm maki
Nope, they are not even giving the code to HDR (lost
coast)!
--- Michael Kramer <[EMAIL PROTECTED]> wrote:
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> Thanks,
> Do you think valve will release the source for
> motion blur, that they are
> adding to DoD?
>
> On 2/22/06, Archy <[EMAIL
Talk to wrayith at nightfall, he is doing this for us,
and might be able to help you out...
--- Archy <[EMAIL PROTECTED]> wrote:
> No chance if you mean the method descriped here:
>
http://developer.valvesoftware.com/wiki/Adding_Motion_Blur
> Pretty simple and good results but you cann't do fod
>
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Thanks,
Do you think valve will release the source for motion blur, that they are
adding to DoD?
On 2/22/06, Archy <[EMAIL PROTECTED]> wrote:
>
> No chance if you mean the method descriped here:
> http://developer.valvesoftware.com/wiki/Adding_Mo
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You are right though, it won't bring any advantage, you'll have to code it
through the existing sdk's. I just want to play it, that gauss gun was the
best gun any game had :D
--
Draco
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HLDM Source was confirmed ages ago alongside the April 24th release date and
while the expansion was still called Aftermath and not Episode One.
Anyway, I seriously doubt the support will carry over. I mean, HL SP and MP
shared the same code base to my knowledge, they weren't completely
independe
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I'm sure that system info thing (caps lock isn't it?) shows a metre for bots
and one for AI.
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Draco
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No chance if you mean the method descriped here:
http://developer.valvesoftware.com/wiki/Adding_Motion_Blur
Pretty simple and good results but you cann't do fod with it.
1. fod requires blurring things in the back/front without movement, the
method descriped only workes with movement.
2. It always
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It would be exactly the same leap we have been taking with HL2DM. If you
want something close to HL1 in source, the blank SDK is excellent, boasting
the old skool ladders, quakeish movement and a shitload of intentional bugs
:) The bugs are all ea
As stated in an interview with Robin Walker. HALF-LIFE 2: EPISODE ONE will
ship with HL2 Deathmatch and A source Version of if the hl1 multiplayer.
http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/interviews/interviews_story.php?id=134751
My Question is will the
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Garry,
I did your tutorial over at the Valve Developer Forum, and I got motion blur
to work, and I love it, thanks for this.
But i was wondering, if by the same concept of doing this, it could be
tweaked into creating depth blur. Do you
know of
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Well...since you said this was a singleplayer mod(correct?) you can have the
client just send commands for each bone movement instead of making the hand
a clientside prop...the client never sees commands that the client dll sends
to the server, th
This is a multi-part message in MIME format.
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Sure:
File: .\pipes.cpp
Line: 237
Assert: Assertion Failed: bufRet.GetUint8() == k_EClientCommandCallback
And then when exiting:
File: .\steamclient.cpp
Line: 400
Assert: Assertion Failed: bufRet.Get
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Good idea about the system load, is there anyway to check it from the Source
engine? But saying that, I added "simple" Ai like Mossman and it was able to
hold a couple more NPC's before becoming laggy again.
I was also thinking about the bot idea
As previous E-mails have shown, I'm having lots of difficulty working with a
data glove hardware driven model. The goal is to have the data glove
completely move an articulated arm model, colliding with other entities, and
constrained realistically (so finger bones don't break too often).
I have
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