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In my opinion, this is much more serious of a problem than a lot of people seem
to be thinking.
I mean, you can't even buy VS2003 anymore (unless it's used), right? So any
VS2005 coders out there
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Huh not sure I understand but:
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer)
{
pPlayer-GetActiveWeapon()
}
On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote:
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I have
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Jon, I completly agree with you on most counts. Now this is'nt some big rant
against Valve because in all honestly I 3 them to bits. Personally the
cynic in me is telling me that they are going to sync the codebase with
aftermaths release(yes I
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hmm, basically what I have, is a panel, that has a list of objects,(well
spells)
So say that you select magic,
I want it then to change a variable m_pCurrentSpell, which is on the weapon,
to that current spell.
m_pCurrentSpell, is an integer
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To get information from my panels to the server, I made a command on the
player that is sent from the panel via engine-ClientCmd. You can setup a
message that calls a function whenever the listbox selection is changed, it
is called ItemSelected,
So would I be correct in presuming that only the last call to Update() on the
shadow controller matters?
Quoting Jay Stelly [EMAIL PROTECTED]:
There aren't any intermediate states, so there is a loss of precision as
the entire movement is linearized per batch of updates (single target
yes
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, April 06, 2006 10:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Player Physics
So would I be correct in presuming that only the last call to
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I was expecting a SDK update when DOD:S came. Right now it's been a good 11
months since we had an update to the source code. I want this update so I
can put the BG2 code in it and see if it fixes a few problems we have with
the current sdk.
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Except for, I assume, the time to target argument, which is incremented with
each call. Correct?
Quoting Jay Stelly [EMAIL PROTECTED]:
yes
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, April 06, 2006 10:55
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When running build_sample_shaders.bat i get an error
** *D:\mymod\src\sdkshaders*build_sample_shaders.bat -game d:\Program
Files\steam\steamapps\SourceMods\Zombie
The system cannot find the path specified.
I would send an email to wraityh [EMAIL PROTECTED] -
he knows a fair amount about shaders
Adam
--- Mike Golden [EMAIL PROTECTED] wrote:
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When running build_sample_shaders.bat i get an error
**
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hmm, it appears that the issue is related to my video card.
the directx hardware level is at 8.1 (which only allows me to write assembly
pixel/vertex shaders)
so if there is a way to force my MOBILITY RADEON 9000 to run on the
9.0hardware
I was also expecting a SDK code update back in october, because the
engine update at that time broke Dystopia (along with alot of other
mods), but alas we had to do some hasty workarounds of our own. I
can't quite believe it's been 10 months since the last SDK code
update, especially given the
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