Re: [hlcoders] Of Spinning Wheels and Flying Cars

2008-07-28 Thread Tony "omega" Sergi
off the top of my head, it sounds like the wheel physics objects don't have any dampening or anything; you could try modifying the base code at initialize so that they get a decent damp value (rotational damping) so then when it's moving through the air, they still would spin, but it wouldn't go nu

Re: [hlcoders] Of Spinning Wheels and Flying Cars

2008-07-28 Thread Skillet
As far as I recall each of the buggy's wheels is a separate IPhysicsObject. You could investigate why the wheel physics objects are getting wonky in the first place or just freeze them temporarily. On Mon, Jul 28, 2008 at 4:09 PM, Walter Gray <[EMAIL PROTECTED]> wrote: > I am trying, as a little

Re: [hlcoders] How to know if a file is default from game

2008-07-28 Thread Skillet
http://developer.valvesoftware.com/wiki/IFileSystem#Default_Path_Ids On Mon, Jul 28, 2008 at 11:31 AM, Tiago Conceição <[EMAIL PROTECTED]>wrote: > > any way to know if a file is originaly from game or its a custom file > placed by user using FileSystem? > > like: > de_dust2.bsp = default from gam

Re: [hlcoders] Bizarre prediction related "framerate" issue in new SDK

2008-07-28 Thread Tony "omega" Sergi
This is actually something i've fixed. It has to do with the players network tables. On Tue, Jul 22, 2008 at 2:26 PM, Tom Edwards <[EMAIL PROTECTED]>wrote: > I get something like this effect if I turn on multi-core features that > are disabled by default. > > Maurino Berry wrote: > > Hi guys. Af

Re: [hlcoders] couple questions - m_flClientMaxSpeed and reading client cvars

2008-07-28 Thread Paul Peloski
1. CBasePlayer::m_flMaxspeed is going to overwrite CMoveData::m_flClientMaxSpeed, so modify the one in the player instead. 2. engine->GetClientConVarValue Regards, Paul On Mon, Jul 28, 2008 at 9:23 PM, Henry Chang <[EMAIL PROTECTED]> wrote: > > hi new to the list! Been trying to code on my own

[hlcoders] couple questions - m_flClientMaxSpeed and reading client cvars

2008-07-28 Thread Henry Chang
hi new to the list! Been trying to code on my own for a little bit but couldn't find any information anywhere on these couple things, so decided to try this list as my last resort! Anyway couple things I've been stumped on 1) m_flClientMaxSpeed in the CMoveData class is being modified automatic

[hlcoders] Of Spinning Wheels and Flying Cars

2008-07-28 Thread Walter Gray
I am trying, as a little experiment, to take the original buggy and make it fly, or at least jump. I'm using AddVelocity(&jetPower, NULL) in the DriveVehicle function to apply an upward thrust, and some code derived from a CKeepUpright controller to keep it from tipping while it's in the air. The

[hlcoders] How to know if a file is default from game

2008-07-28 Thread Tiago Conceição
any way to know if a file is originaly from game or its a custom file placed by user using FileSystem? like: de_dust2.bsp = default from gamede_dust3.bsp = custom file // Same as FindFirst, but you can filter by path ID, which can make it faster. virtual const char*FindFirstEx(

[hlcoders] Dynamic Mesh Issues.

2008-07-28 Thread Haza
That fixed it right up, Thanks. I tried about half of the render groups and just thought I was getting nowhere. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/h

Re: [hlcoders] grenade code

2008-07-28 Thread Yorg Kuijs
Nice answers, think that'll be quite helpfull thanks :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Dynamic Mesh Issues.

2008-07-28 Thread Garry Newman
Looks like it's drawing on the opaque pass but isn't writing to the depth buffer. Change the entity so it's in the transparent render group, should fix it right up. garry On Mon, Jul 28, 2008 at 10:55 AM, Haza <[EMAIL PROTECTED]> wrote: > We have a problem where a dynamic mesh is not being drawn

[hlcoders] Dynamic Mesh Issues.

2008-07-28 Thread Haza
We have a problem where a dynamic mesh is not being drawn the way we want it to be drawn. You can see the problem in this image. http://img329.imageshack.us/img329/8563/texturetest0004xw3.jpg We use a scripting engine to draw this on the client side. The draw code goes something like this. fun