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
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
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
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
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
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
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
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(
That fixed it right up, Thanks.
I tried about half of the render groups and just thought I was getting
nowhere.
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Nice answers, think that'll be quite helpfull thanks :)
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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
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
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