I was looking at some of the special f/x code for things such as blood and I
noticed when they created a particle emitter by invoking
CBloodSprayEmitter::Create ("bloodpuff");
they never explicitly call the CBloodSprayEmitter::Release.
So , I'm wondering do the particle emitters get released auto
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Is it at all possible to "hot-swap" VPhysics Objects in the middle of
simulation depending on what is being collided against? Say for energy
shields, where we want players to go through, but other objects to hit the
shield. We could also use it fo
On Friday 05 January 2007 1:46 pm, Jay Stelly wrote:
> SweepCollideable() and TraceRay() are currently stub implementations in
> IPhysicsEnvironment, so no.
L
O
L
Anger and hilarity makes for an interesting mix of emotion.
At least some notion of a warning to this effect in vphysics_interface.h
SweepCollideable() and TraceRay() are currently stub implementations in
IPhysicsEnvironment, so no.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
> Sent: Friday, January 05, 2007 11:40 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [
Ok done, i downloaded the latest source from public/utils and builded vcpm.
I still got the same error when building my mod
make: *** [mod] Segmentation fault
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To:
Sent: Friday, January 05, 2007 1:41 PM
Subject: RE: [hlco
Is "IPhysicsEnvironment::SweepCollideable()" supposed to work?
It looks to me like a decent way to get a collision hull swept at arbitrary
angles, but it doesn't seem to work. The "allsolid" and "startsolid" flags
are set true on return, and "fraction" is set to an un-$DEITY-like small
value, and
Try "rm ./vcpm && make vcpm" and then run your make again.
Sylvain Rochette wrote:
> I having hard time to build the linux version of our mod.
>
> One year ago, the linux build was building fine, but we did not use
> the
> linux the last year (2006).
> With the big sdk update from the last summer,
I having hard time to build the linux version of our mod.
One year ago, the linux build was building fine, but we did not use the
linux the last year (2006).
With the big sdk update from the last summer, stuff probably changed. But i
am not sure if its related to that (i think not)
Here the erro
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Put a breakpoint at CHL2_Player::EnableSprint you will see its called from
CPlayerPickupController::Init to disable sprinting when the player is
controlling a physics object.
Regards,
Paul
On 1/5/07, Adam amckern Mckern <[EMAIL PROTECTED]> wrot
Hey!
I have a full screen effect (motion blur) when you are
in the pPlayer(isSprinting).
However, when ever you pickup a world object with +use
the motion blur spritning is enabled and it seems to
be there is a test case for checking if you are
sprinting when picking up an object.
What i would
No problems
You will also want to bookmark this wiki page as well
- it has many, many fixes (39 topics and counting) for
errors you may run into
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
Adam
--- Django Merope-Synge
<[EMAIL PROTECTED]> wrote:
> Cheers. I'm compiling it now.
Cheers. I'm compiling it now. It should work. Thanks for the quick reply!
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To:
Sent: Friday, January 05, 2007 9:56 PM
Subject: Re: [hlcoders] Create new mod crash
You will need to build the dll with an appliaction
li
You will need to build the dll with an appliaction
like visual studio 2003, or visual studio c++ express
2005.
If your never going to change the code (add new
monsters etc), then you can just copy the client.dll
and server.dll from the 'Half Life 2 Episode One' GCF.
Adam
--- Django Merope-Synge
After I've created a new mod using the SDK button (singleplayer), I check it
has the GCF of 215 to loads, then I make a map, add a background menu
material. Then, every time I try to load the mod, it shows up the menu
loading background for a second, then crashes, giving an engine error:
"Could no
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