Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod

2010-12-09 Thread Saul Rennison
Thanks for the heads up Stephen, but unfortunately, the actual "replay" code seems to be unfinished/disabled. Note the: #if defined( REPLAY_ENABLED ) In a few places, including around the IReplayHistoryManager interface singleton, so I doubt it's enabled at the moment. Thanks for the help though!

Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod

2010-12-09 Thread Stephen Swires
It works in the Orange Box template mod, but you have to shut down prediction or you get some oddities. On Thu, Dec 9, 2010 at 11:54 AM, Saul Rennison wrote: > Thanks for the heads up Stephen, but unfortunately, the actual "replay" > code > seems to be unfinished/disabled. Note the: > > #if defin

Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer

2010-12-09 Thread Tom Schumann
I think the TriAPI should give you the functionality required for the movie rendering (minus the sound anyway). There may be a way to find the coordinates of where to render somewhere in the world model's model_t structure. I recall seeing some physics code for Half-Life using Newton (it was server

Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with therenderer

2010-12-09 Thread Trevor 'Drak'
I did managed to draw what I needed with TraiAPI, I completely forgot that it existed within the engine. Thanks! Now I'm just facing the problem with getting collision between a physics API and the engine. I'd really like just to use a brush, similar to Source's func_physbox -Original Mess