Hi,
I've got an odd problem with the Jalopy (jeep_episodic) in that the
drivers eyes are always set too low (you view the dashboard and almost up to
the top of the steering wheel). Now I havn't changed the code, the
attachment points for the model are correct in HLMV and the jalopy links
throug
Thanks, I should have noticed the word "PAS" in there to have given me a
hint in the first place :( But once I found the attenuation function I was
able to see how it worked and will work on it.
Currently I'm cheating in recipientfilter.cpp and have just done:
void CPASAttenuationFilter::Filter(
Do you mean I should use CRecipientFilter within the
CEnvMicrophone::SoundPlayed function, just prior to it emitting the sound?
If so, is this what you mean:
// Add the speaker flag. Detected at playback and applies the speaker
filter.
iFlags |= SND_SPEAKER;
//CPASAttenuationFilter filter
Setting it to maxplayers 1 instantly made the sound work.
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Unfortunately, though I am indeed an HDMI sound user, the lack of sound
happens to everyone on my development team so that can be ruled out as not
everyone has HDMI.
I had another look over the code and I'd not noticed before till it was
mentioned here, there is no client code, nor is there a c_ c
Has anyone got any ideas as to why the audio never plays from the breencasts
(and any monitor screen) to any player (even if you're a listen server host
you get nothing).
The actual AI are playing their speeches as you can no-clip out to their map
rooms and once inside hear them.
Any suggestions?
http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold
Might be worth taking a look at it, it's been around for a while though and
I never got it working mind (but that's not saying much considering my skill
as a coder is quite near to zilch).
Wow! Thanks for that code it works beautifully for the interior view.
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Odd, got no warning to all those replies when I posted my last post - maybe
gmail is slow today.
So is the "*InvalidateBoneCache();"* the reason why Scratch SDK mp vehicles
are fine, while hl2mp vehicles aren't since its all the same vehicle code
for the most part? It's just Ive hunted the code an
Sorry, should have mentioned that I'd tried that code (on the wiki), and it
seems not to work with the latest OB SDK. It doesn't seem to do anything,
the problem remains as it was.
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Hi,
Whenever you use vehicles in hl2mp, the view in them is all out of
synch, "ghosting/juddering" are the best terms I can think of.
Now I originally wasn't going to ask this because in ShadowSource it
wasn't *too* bad, it jumped around but it was *just* bearable. However
todays test gam
Thanks for the code. Took a bit of editing and figuring out but got there in
the end. Turns out I was wrong when I said those rotor blade sounds worked
in v1.5 of shadow source, they dont. They dont with your code either, but
only in official maps - if you make a custom map (the whole point of shad
Thanks, the majority of my problems with my current code turned out to be
the lack of the mdl and material flush commands. However some sounds which
work through my static mount code still failed to work through the dynamic
code I'd posted on pastebin. A good example was the gunship not making any
Hi,
I'm trying to get GCFs to mount per map so that users of Shadow Source (
http://developer.valvesoftware.com/wiki/Shadowsource) can set their map to
use specific content (hl2, ep1 and ep2 respectively). I think most of my
troubles are down to not being able to UnMount a specified AppID. I ha
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