This feature has never been functional in the source engine (other then with
completely transparent cheap water).
The engine just doesn't process proxy effects on moving water brushes, and
you have to use func_water_analog in order for players to swim in the
volume.
I did report this to Valve a l
The mod I'm working on has large areas of water that are supposed to by dynamic
and change in volume. My problem is that the func_water_analog needed to make
it move only allows "cheap" water, which looks completely different from the
rest of the water on the maps.
Why exactly can a moving water
I stopped running Source 1 games in fullscreen after gmod9 crashed every
other minute, but run Source 2 games in fullscreen. I run BF2 and other
games in fullscreen though.
Spencer 'voogru' MacDonald wrote:
> I can't remember the last time I ran a game in full screen.
>
>
> -Original Message
I can't remember the last time I ran a game in full screen.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Sunday, July 20, 2008 10:35 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Breaking on Asserts freezes
run in widnow mode if you're not. you should always debug in window mode -
it's to the point now that i play most mods in window mode now too.
On Sun, Jul 20, 2008 at 9:57 PM, Walter Gray <[EMAIL PROTECTED]> wrote:
> I've been having the strangest problem recently with Asserts. I have
> visual
Are you running it full-screen?
Debugging is best done in windowed mode.
Walter Gray wrote:
> I've been having the strangest problem recently with Asserts. I have visual
> studio 2005 express all setup to run my mod when I hit debug, but whenever I
> hit "Break" in one of the Assert windows, Hal
6 matches
Mail list logo