help me out? I'd
really like to have a sphere trace.
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__ NOD32 2550 (20070925) Information __
This message w
Yeah, you're right. I tried the base SDK and an old version from a year
ago, and both didn't have the problem. I'm pretty sure I introduced the
bug when I updated to the last major sdk update.
Yahn Bernier wrote:
Well, I'm 100% sure we don't have this bug in our current codebase. So
probably
Well, I'm 100% sure we don't have this bug in our current codebase. So
probably when the SDK gets imaged from it the bug will be fixed for all.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Tuesday, September 25, 2007 7:13 PM
To: hlcode
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Fixing the bug isn't the issue... its tracking down the exact cause.
On 9/26/07, Nick <[EMAIL PROTECTED]> wrote:
>
> These bugs scare me, if neither Valve nor the more experienced coders
> can fix them. What hope is there for the rest of us less
These bugs scare me, if neither Valve nor the more experienced coders
can fix them. What hope is there for the rest of us less experienced
coders?
On 9/25/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
> It seems that fix only comes into play when getting an attachment from
> the local weapon. My pr
It seems that fix only comes into play when getting an attachment from
the local weapon. My problem is elsewhere as it happens during all
animations. Is anyone else experiencing my problem? I suppose I should
create a new base sdk mod and see if it happens there too to make sure
it's not someth
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There is another bug fix which will go into the Orange Box version of
the SDK related to the view models "replaying" part of their previous
animation. (And there are a few other fixes which explain why
Yeah, I'm ashamed for all of us that we didn't find this sooner. :P
Tell me how this fix works for you. It fixes the issues I was having
with glitchy shoot animations and of course the shoot animations
occurring over twice as fast for rapid fire weapons. However, I'm still
getting a jittering i
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I've been attempting to create my own sphere trace using 2 engine functions.
void GetBrushesInAABB( const Vector &vMins, const Vector &vMaxs,
CUtlVector *pOutput, int iContentsMask = 0x )
bool GetBrushInfo( int iBrush, CUtlVector *pPlanes
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Wow, great catch man. I didn't even notice that!
-Tony
On 9/25/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Great News if this is the case. :P
>
>
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Great News if this is the case. :P
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I'm glad you brought this topic back up, and I've found the definite
fix. The original problem was that weapons would shoot too fast, but
I've been encountering a problem where weapon animations are just plain
glitchy when not at a sub 50 ping. Both of these problems are only
evident in the base
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plugins dont need a full sdk. We just need to know what happend to the
interfaces that plugins use. Hopefully a min update can come to allow us
update our plugins. Perhaps someone from valve could email us offlist with the
changes, im sure most of us are willi
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