Thanks for that Jeff, I see that the ping would slow down at the clients end
because the pc is handling other matters rather than sifting through the
packets as fast as it can.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, March 18, 2003 7:20 PM
First it's fogging, then it's particle systems. .. viewports must be the new
'black' this year. :)
- Original Message -
From: Alexander Jochum [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 21, 2003 8:13 AM
Subject: [hlcoders] Viewport Question
Hi there
I added Bigguys
The problem seems to relate to my Gforce4 4200 card, I've tried various
driver versions with the same bizzare effect ranging from full screen
blurring to a HOM effect only when the view turns and it's rendered were
some surfaces should be.
- Original Message -
From: [EMAIL PROTECTED]
To:
Using a colour glow shell to duplicate the model several times mkaing them
progressively less opaque and then somehow finding a way to delay the
animation of the duplicates to be behind the current frame of the actual
model. I'd wager that rendering them with a delay would surfice. For
information
I help moderate the VERC Wanted forums and someone recently posted a request
for a programmer to create a database system for an on-line RPG mod using
HL. Now my knowledge of the networking side of HL is somewhere between zero
and minus one but something in my gut says it can't be done. I know
Ok thnx, I'll pass the information on.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 5:19 PM
Subject: Re: [hlcoders] Creating a persistant statistic database?
I help moderate the VERC Wanted forums and someone recently
I'd suggest you pick up the Spirit of HL source code as this was solved by
Laurie.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 7:03 PM
Subject: Re: [hlcoders] models flickering
Everyone knows that monster models will
I'm not suggesting that you take it all but it does solve the juddering
problem for NPC's in motion. Yeah and i know that Spirit isn't fantastically
stable for multiplayer but as i said, you don't need to incorperate it all.
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To:
I think you need to cut back on sniffing that superglue Omega. :) We can all
see what it's doing to your poor brain.
- Original Message -
From: omega [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 08, 2003 9:56 PM
Subject: RE: [hlcoders] Collision problem after rescaling
, 2003 1:20 AM
Subject: Re: [hlcoders] Engine enhacements been added in next HL patch?
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 4:12 PM
Subject: [hlcoders] Engine enhacements been added in next HL patch
One of my dev team somehow got word that the next HL patch might include
some if not all of the engine enhancements from CS:CZ, mainly the added
model capabilities like alpha maps. I've not heard any mention of this from
the usual sources but it seems possible now that CS:CZ has been handed over
Thnx for an informed opinion about that botman, although it's not the
official word it sounds like there certainly alot of doubt as to the
position Valve might take on this issue. I find it funny how you said they'd
never risk something that would break any mods, especially as i remember
some mod
I'm not much of a programmer, I just handle the all management and various
design aspects of the project I leave the programming to Laurie and James.
:) Odds are that after i get done with this I'll spend a year learning C++
since that the last area for me to gain experience in. Odds are we'll
I've used QEradient for HL editing and i have to say that it's a damn
nightmare trying to set the damn thing u pto use WADs, but i simply couldn't
settle with it once i got past the traumatic set up. I hate to sound like
one of the brainwashed masses but WC/Hammer simply is perfect for Quake
The source uses a single set of decals for all bullet holes. I've been using
a colour decal for my bullet holes for DT so it'll be available in the next
build. It's part of one of the wads' but I can't remember exactly which one
atm. Probably decals i think.
Original Message -
From:
Correct me if I'm getting confused but surely HL uses as much memory as
needed and considering the sort of spec machines around nowadays and the
capabilities of gfx cards then having several Mb of texture memory for each
npc isn't such an issue. Or does the HL engine have internal limitations
that
The difference is that while a multiplayer mod needs to load all of the
models and all of the weapons, it has a higher memory useage. Luckily I'm
working on a single player project so we have more direct control over what
is precashed and what isn't. So if there's a way to all for 1024x1024
I thought something like that would be engine side?
- Original Message -
From: Peter Immarco [EMAIL PROTECTED]
To: HLCODERS [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 6:49 AM
Subject: [hlcoders] Config vars for improved graphics?
This is a multi-part message in MIME format.
As far as I'm aware the best solution would be create addtional bitfields
rather than flags since HL has a limitation on how many flags can be used on
an entity, however you can have many bitfields as you want.
- Original Message -
From: John Carr [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Yeah but surely something has to be altered in the code to apply the new
things. From what Ive gathered so far they've made significant changes to
what the models are capable of, now surely this would have some effect on
the new SDK they said was going to be released.
- Original Message
Quite a simple question which only Gearbox and Valve can probably answer.
I'm just curious as the new SDK which will 'eventually' be released will
include these additions and I'd like to know in advance what to expect. Also
is there a rough outline for the time when this new SDK with the engine
: [hlcoders] triApi speed problems
Given that my particle engine is completely free for anyone to use, I
invite pasting of the code.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane
Sent: Sunday, May 12, 2002
: triApi speed problems
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
Ask Rain, i was only have old source before this was
developed.
I can
send
the testmod folder but i don't think that the list allows for
attatchments
no matter how small
Nope it didn't work. I'll upload to our FTP and make a link available here
then.
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 7:16 PM
Subject: Re: [hlcoders] Re: triApi speed problems
This is a multi-part message
-
From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 13, 2002 14:17
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems
This is a multi-part message in MIME format.
--
It's not an easily solvable problem otherwise we wouldn't
have asked. Anyway
on anything but 3 will slow you
down
tremendously.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N'
Blane
Sent: Monday, May 13, 2002 2:42 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems
Yeah i realised
must be done to get the right colour behind the sprites.
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 8:11 PM
Subject: Re: [hlcoders] Re: triApi speed problems
Ahhi didnt' think that the explosion.mdl was still
to differ. My test results show something more sinister
hardware side. Could you have your coder come up with a cvar so I can test
different numbers of particles?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N'
Blane
Sent: Monday, May 13
. it'd be a cool effect for a
heavier than air gas cloud...
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 2:21 PM
Subject: Re: [hlcoders] Re: triApi speed problems
I think that's the problems since the scale
glide but I don't think D3D is dead quite yet :-)
OGL is much better from a programming perspective IMHO, much easier to
use, and
you get free cross-platform compatibility as well...plus the wonderful
GeForce
series of chipsets are made to work with it :-)
--- Chris 'Tal-N' Blane [EMAIL PROTECTED
on screen before a major
slowdown.
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 11, 2002 7:33 PM
Subject: Re: [hlcoders] triApi speed problems
I'd love to tell ya it worked... but it's still the same problem. :(
Anyone
else
The problem is that by system copes fine even when dozens of decals overlap.
I am already aware of that issue however thnx.
- Original Message -
From: Matthew Lewis [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 6:13 PM
Subject: [hlcoders] triApi speed problems
It's
Que: Enevitable 'What's an entity' question. :)
- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 7:59 PM
Subject: Re: [hlcoders] (no subject)
make a entity..
- Original Message -
From: Brandon Robertson
: Re: [hlcoders] Re: triApi speed problems
whats the exact code you use to draw them?
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 8:33 PM
Subject: Re: [hlcoders] Re: triApi speed problems
5 sprites? hardly
Just a comment from me. I'm the prioject leader, this is the particle system
kindly donated to us by friends in Hostile Intent. Just the engine mind you,
not the implementation. The effect ISN'T consistant. On a PIII 350 with GF2
MX it runs fine, yet on some other systems ( mine in particular)
50fps with the particles on screen?
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 11, 2002 6:11 PM
Subject: Re: [hlcoders] triApi speed problems
Read the other post for more details, why would this effect one system
Would this vsynch be a HL setting or something in device manager/display
properties?
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 12:53 AM
Subject: Re: [hlcoders] triApi speed problems
Read the other post for more details, why
'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 2:01 AM
Subject: Re: [hlcoders] triApi speed problems
Would this vsynch be a HL setting or something in device manager/display
properties?
- Original Message -
From: botman [EMAIL PROTECTED
like to see those out of sheer curiosity.
Chris
'Tal-N' Blane [C4 Software
CEO]
www.c4software.net
- Original Message -
From:
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