) : Assertion Failed: fabs(
CoordFromCell( cellwidth, cell[0], pOut->m_Vector[ 0 ] ) - v->x ) <
cellEpsilon
swarm.exe has triggered a breakpoint
On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris
wrote:
cl_pclass classname
run that with your ship classname and you get a nice easy to r
cl_pclass classname
run that with your ship classname and you get a nice easy to read debug gui
to see what predicted variables are off for all predicted parts of that
entitytype. I only used it on an entity type I have 1 instance of so not
sure what behavior occurs if you have many of em.
I've been trying to write a 30 pass shader and have been having some issues.
Basically I saw that to make a single pass in a shader is basically:
SHADER_DRAW
{
SHADOW_STATE
{
//Set us up the shader
}
DYNAMIC_STATE
{
//Set us up the shader
}
Draw();
}
So I put that in a for loo
http://www.youtube.com/watch?v=eXJUGLiZkV0
http://unlimiteddetailtechnology.com/pictures.html
There is also possibility to render point cloud data instead. This company
has an algorithm to select points to renders so that you have a 1 to 1 point
to pixel ratio.
Chris
-Original Message-
Using this it complains about Missing Phonemes so I rebuild the expression
bitmaps and save to vfe and still says it. Not sure what is wrong. It
outputs some non-Alphanumeric characters to desktop.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-bou
Hmm that is odd then.
I do the exact same thing in our mod for blood effects on the weapons that
fade out after some time, and for some special effects on some of the
players. At first I had done it with all the variables stored into the proxy
and I got the exact situation you describe where all t
.
Christopher Harris
Software Engineer
Research Network Incorporated
770-235-8190
On May 5, 2010, at 5:41 PM, Ryan Sheffer wrote:
> You mean every material of the same name is getting effected? That
> seems very strange. Are you overriding the material in the entities
> draw function? I remember
Plus VS2005 works perfectly fine in XP, Vista, and 7 with the service
pack so not really sure why you HAVE to use VS2010.
Christopher Harris
Software Engineer
Research Network Incorporated
770-235-8190
On Apr 13, 2010, at 4:27 PM, Spencer 'voogru' MacDonald wrote:
> But it
We have it working in our mod for replace a model's texture with a video. It
is a bit tricky in this respect because you have to pre-design your uv to
work with it, but it would be easy to translate it to just draw a quad in
the world with that as the texture; Referring to IBIK. It isn't that hard.
That looks like it works
Thanks
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
Sent: Sunday, February 21, 2010 10:11 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server Plugin
We have this issue with a message panel in our mod that is used for Server
Plugins.
http://www.dawgclan.net/images/pvkii/pvk2.3_hudmsg.jpg
It is all white. I am wondering what exactly is this panel referred to in
code as, and if anyone has seen this issue before.
Chris
I can write up an abstraction, but can't post any of code for it. It
also uses no entry/exit animations as when I coded it was very short
time constraint and they were giving me problems.
Chris
On Jan 24, 2010, at 3:38 PM, Matt Hoffman
wrote:
> Yeah I've seen that, it's way out of date an
We have a multiple passenger system. Basically it is a matter of having a
hitbox, and attachments per role and then modifying some of the vehicle
logic to work with more roles.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftwa
Here is a page which has needed fixes:
http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes
It fixes vehicle view jitter, but there is no true prediction because the
vehicle movement logic only occurs on the server. So in a high latency
situation players will experience the vehicle ta
I've been working on this for our mod, but the shader is this way from
2.0 instruction limits. For 2.0b and up I've been working to allow all
these things together.
Christopher Harris
Software Engineer
Research Network Incorporated
770-235-8190
On Jan 17, 2010, at 5:15 PM, Sau
Hey,
I am wondering if there is some way to do something similar to
ForceOverrideMaterial on a studio model so that I can override the material
for all surfaces being rendered. This include the "world" model and then any
brush entity models. I tried to look, but could not find anything in
IView
d work!
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Saturday, January 02, 2010 2:38 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Shader Compiling Is
for OB). Do you have the same situation? See if EP1
compiler
> works for you.
>
> ----------
> From: "Christopher Harris"
> Sent: Thursday, December 31, 2009 11:36 PM
> To: "'Discussion of Half-Life Programming'"
] On Behalf Of Christopher
Harris
Sent: Monday, December 28, 2009 1:28 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Shader Compiling Issues
I have narrowed this error down to occurring in shadercompile.exe and on my
end I have all my path vars set correctly (my u
I have narrowed this error down to occurring in shadercompile.exe and on my
end I have all my path vars set correctly (my username is in the place of
). If you don't set it correctly the batch file will error out sooner
because it could not even find the shadercompile.exe
-Original Message---
Been trying to compile as well and shadercompile.exe seems to bomb out
because it is adding the directory my buildsdkshaders.bat is in to the
directory I have for my %SDKBINDIR%. What may cause it for me is that my
steam is on one drive and my code is stored on another drive. E:\ and D:\. I
haven't
AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Culling particles in a system when the local camera
is x units from the system?
There's a "maximum draw distance" value further down the list.
Christopher Harris wrote:
> Is there some way to have particles au
Nice, only suggestion would be to have it propose to use a derived class to
make edits as it is generally cleaner that way to merge with new sdk
updates. Newer coders usually edit directly in existing classes and just
makes merging a big mess.
Chris
-Original Message-
From: hlcoders-boun.
d yet, though.
Thanks,
- Saul.
2009/12/13 Michael
> Saul Rennison wrote:
> > What code are you using to do this?
> >
> > Off Topic: Are you a member of the CSPromod dev team?
> >
> > Thanks,
> > - Saul.
> >
> >
> > 2009/12/6 Christopher Har
Is there some way to have particles automatically culled (with fade if
possible) when the camera (ie the player) is beyond a certain radius from
the particle or the whole system?
I tried setting the cull radius to 256 and yet the particles were still
being rendered from far away. These particle
lvesoftware.com] On Behalf Of Saul Rennison
Sent: Sunday, December 06, 2009 5:29 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Bug with Outlined Text in VGUI?
What code are you using to do this?
Off Topic: Are you a member of the CSPromod dev team?
Thanks,
- Saul.
2009/1
I think there may be a bug with outlined text in regard to widescreen, when
I use widescreen there is a very small gap between the actual text and the
outline while in a 4:3 res like 1600x1200 I don't seem to notice this issue
appearing. Has anyone else had experience with this problem?
Chris
I was wondering if there was some possible way to maybe override the
language being loaded in Localization for the modname_%language%.txt so that
it loads a custom one. We wanted to add a gimmicky translation of our mod
into Pirate and have it activated with a convar that we would query at the
star
I'd think it be best to derive a new gamemovement class where you implement
movement logic for how your vehicle will behave, I suggest highly to not use
the vehicle interface because then it will require that players have a
decent ping or it will lag big time.
By making a custom gamemovement logic
You can pass in data to a particle system using control points through code,
maybe you can use that to somehow setup the initialization property for
deciding a rectangle to spawn the rain in. Maybe even in not using a
rectangle, but accessing the brush's model representation and spawning
randomly i
If I remember I got it to get past that bug "SetupPropArrays_r", I forget
how though, but it kept complaining of missing files as if it wasn't
actually loading the GCFs my mod needed because res files that are found in
the GCF were being complained about not being found. I just gave up as we
have o
Nah, this error occurs for me too if I try to run a dedicated server of my
OB mod on a machine where it is installed as a client.
Dedicated servers on our server doesn't have the problem but it is installed
not as a client.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftwar
Postal 3 seems fine and it is going to be using source engine
Sent from my iPhone
On Oct 9, 2009, at 6:45 PM, Rodrigo 'r2d2rigo' Diaz
wrote:
> "To sleep"? Yeah, because there are no differences between vanilla
> Source,
> and the Ep1 and OB revisions. And who knows what are the changes for
Yes I agree bodygroups is the best method to do this. I was wondering also
what method is Left4Dead using for its models?
Even though it is a full-body awareness it looks somewhat like it might
still be a "viewmodel". I'd looked at scripts and it seems they replace the
arms based off the player mo
I believe it only shows servers that have people playing on them, are not
full, and it only shows one server per map.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek
Sent: Sunday, October 04, 2009 5
Hey, you can do the close captions also by using the close caption script
that exists in the resource folder for each language. You give it the
Sound's script name ie "npc_citizen.moan01" and then what the caption should
be. Then you could put an ambient_generic in the map with play everywhere
and
I don't believe there is access to the sound buffer in the Source SDK, but
if you integrate with something like FMod and use that as your audio engine
when doing these "turntable" audio things and you will have a full access to
do whatever you want unless you are going to be commercial and then I t
Can you not do this on the local client's machine?
if (steamapicontext->SteamFriends() && steamapicontext->SteamUtils())
{
player_info_t pi;
if ( engine->GetPlayerInfo( entindex(), &pi ) )
{
I use net_graph 3. It shows packet size over time as a graph and shows what
components of the code the packet is made up of. There may be better tools
though.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf
Are you using the OB SDK?
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle
Gospodnetich
Sent: Wednesday, September 16, 2009 10:02 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Getting the
When a cheat is used now if you turn off cheats it will revert all the vars
back to their default states.
Are you leaving cheats on? Anyways I think this list is not for bugs to CSS,
probably the server lists would be more ideal for response because a) people
on that list likely are playing said g
Behalf Of Christopher
Harris
Sent: Sunday, September 13, 2009 12:44 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Avi Materials
I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets yo
I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets you create a
material for an avi on the fly in code. They also have the same interface
for BIK files in avi/ibik.h I may try the BIK interface because I at least
hav
Hello,
I've tried to utilize the IAvi Interface to create a material for an avi
file.
I've the following code running when my entity is created on the client.
The avi is a valid file because it complains if it can't find the file. The
file I am passing in for now was created in the engi
Also if the player is the owner to the rocket then it should never trace
from any rocket traces against the owner. To get the owned entity to trace
against its owner in our mod for some owned objects that we wanted to have
the player trace against we had to add a baseentity bool that we checked
whe
If you are using the OB SDK Base then I believe it uses the same engine as
TF2 and DOD:S.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Friday, August 21, 2009 7:02 PM
To: Discussion o
2009/8/22 botman :
> Funny strange or funny "ha-ha"?
>
> On 8/21/2009 5:57 PM, Christopher Harris wrote:
>> It is funny how all the exploits were fixed within a day of posting the
link
>> to the coders list.
>>
>> Chris
>>
>
s NULL, also
> don't
> accept NaN as viewangles.
>
> On Fri, Aug 21, 2009 at 1:01 AM, Christopher Harris
> wrote:
>
>> I agree.
>>
>> Chris
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mail
I agree.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
'voogru' MacDonald
Sent: Friday, August 21, 2009 12:43 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Fragments memor
map example_map
Owner Nigredo Studios http://www.nigredostudios.com
--- On Fri, 21/8/09, Christopher Harris wrote:
From: Christopher Harris
Subject: [hlcoders] Running OB DS on a machine with mod installed like a
client?
To: "'Discussion of Half-Life Programming'"
R
I am having issues trying to run Dedicated server for our mod on a machine
that is setup like a client would be. I can run TF2 fine, but if I run my
mod using a shortcut to steam.exe with appid of 310 I get this error after
reading in response_rules
SetupArrayProps_R: array prop '(null)' is at
I have an NPC who is designed to act like a everyday civilian and so when
gunfights occur in the area they reside in they will enter a fear "state"
and try to find a safe place hidden from where the gunfight is taking place.
What seems to happen instead is that the npc will find a safe place go to
If it is in the player resource that data will get sent otherwise you are
correct.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: Monday, August 10, 2009 9:30 PM
To: Discussion of Half-Life Programmi
Does anyone know if there is some file needing to be extracted to get this
combo to have choices in it. Would be excellent to have the rendering done
multi-core for those machines that can support it.
Chris
___
To unsubscribe, edit your list preferen
My only wish for updates to the tools is to update Faceposer to work fully
with Vista. Currently it is not possible to do auto-generation of the
lip-synch data in Vista, and furthermore another dev and I both had trouble
on his XP machine locating a working link to the Speech SDK that Faceposer
req
ehalf Of Christopher
Harris
Sent: Thursday, July 16, 2009 7:55 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] Multiplayer Inverse Kinematics?
Hey,
I've been trying to implement IK onto our models in a multiplayer OB mod and
have been running into numerous iss
Hey,
I've been trying to implement IK onto our models in a multiplayer OB mod and
have been running into numerous issues.
1)The legs have a tendency, when near the max of the chain, to spaz out.
(Basically it looks as though it is trying to find the ground to put the
feet on, but fails an
15 Support?
Well, if it doesn't work, do it yourself.
On Sat, Jul 11, 2009 at 7:23 AM, Christopher
Harris wrote:
> Will we ever get the g15.dll to implement direct in-game lcd
functionality,
> or should we just create our own dll from the sdk and use it in place of
the
>
Will we ever get the g15.dll to implement direct in-game lcd functionality,
or should we just create our own dll from the sdk and use it in place of the
one referenced in ig15.h?
Thanks
Chris
___
To unsubscribe, edit your list preferences, or view t
When an NPC becomes a ragdoll it is essentially an independent object to the
npc and generally one that is generated client-side versus server-side. If
you are trying to remove the corpse after 5 seconds then you may need to be
looking for the ragdoll entity then.
Chris
-Original Message-
I suspect the model will never change LOD because all the models are always
the same distance from the skybox render entity if they are in the skybox.
The real benefit to 3d skybox is purely more suggested space in a map than
what is physically allowed by the engine constraints. I don't suspect the
Event_Killed()
OnTakeDamage()
But why would you turn the player into a shader system? I am not sure if
that can be possible.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jean Marcel
Knapp dos Santos
S
Ok here is where everyone goes... it took me all of 5 minutes to do this...
DoFlashlightShadow( blah blah blah ) in common_flashlight_fxc.h is called in
the shader file and it determines which method is used. Valve already kindly
left in a great number of methods to choose from. If you want no gra
Yes, I agree. It is very annoying to have all these posts to off-topic
topics. While some people who have legitimate questions go unanswered
sometimes at the expense of the spam gobbling around their email.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlc
Just add a bool that when true causes NPCThink to bomb out and not run any
code.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
quetzacolt...@aol.com
Sent: Friday, April 10, 2009 1:56 PM
To: hlcoders@lis
I assume it is only laggy for the player shooting the beam. And it is
because input is predicted for the player and if the beam is only serverside
created then it is not being predicted on the client machine and so when he
moves around the beam won't update till the server acknowledges.
Chris
---
Beam needs to be created clientside instead of serverside.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Murray
Sent: Thursday, April 09, 2009 4:11 AM
To: hlcoders@list.valvesoftware.com
Subject:
Er lol I mean Vector( 1, 0, 0)
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: Friday, March 20, 2009 2:20 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Wierd Chatbubble
Replace offset calc with
Offset = GetAbsOrigin() + Vector(0,0,1) * 92;
I think that would be why it happens.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: Friday, March 20, 2009 2:
In the shader generic dll there is a folder in the project called remove me
when vac2 is out with some check sum stuff
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Tuesday, Marc
Will there ever be a phoneme extractor for 5.3? On vista you can't get 5.1
plus when someone with XP was looking for 5.1 all the Microsoft links were
offline.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaak
Material Proxies. Since you are unable to directly access the panel you will
have to edit its res file and add an imagepanel with a refrence to a texture
with your proxy. Then your proxy is free to do what it wants to that
imagepanel.
Chris
-Original Message-
From: hlcoders-boun...@list.v
If you link in FMod which is free for non-commercial you can loop mp3 among
other things.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ryan Sheffer
Sent: Monday, March 02, 2009 10:29 PM
To: Discussion
eb 27, 2009 at 8:23 PM, Grash wrote:
>
>
>> They've been trying to figure this out for the past 3 weeks. What's the
>> best way to tackle this problem?
>>
>> - Grash
>>
>> --- On Fri, 2/27/09, Christopher Harris wrote:
>>
>> From: Chri
I think that the more rolled toward 90 degrees on side you are the more yaw
will need to adjusted versus pitch since to the game each axis of the angle
is independent of each other.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valves
Oh I forgot in Game Movement you must also override LadderMask with the same
logic as the other functions
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: Saturday, February 14, 2009 9:58 AM
T
Well as a quick overview of what is needed to be done (The way we did it):
1. Add CONTENTS_TEAMX for each team
2. Override the PhysicsSolidMaskForEntity( void ) for players and add in the
CONTENTS type depending on their team.
3. Override the PlayerSolidMask( bool brushOnly = false ) for players i
For 2. I would suggest CHandle It will give you a safe pointer
to the player that will be safe across level changes which is the only case
I can think of where potential issue may arise with stale pointers. It is
always very highly encouraged I think to use a Handle to the object if you
need to sto
Hi,
Also no entities send network updates automatically unless they have a model
by default. It is easy to override this behavior.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
Sent: Wednesd
You just need to derive your player class off of CBaseMultiplayerPlayer and
VOILA! (If you are using OB which I assume you are because doing it for EP1
would be a waste of effort)
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesof
ng the z-buffer?
Actually, there are some code for that in vgui_video.cpp that draws the bink
video as a mesh that covers the screen, but moving that into world space
exactly where the TV would be, sounds quite tricky.
- Original Message -
From: "Christopher Harris"
To:
You can also create a vgui screen which will render vgui into the world
space, was used sparingly in hl2. The bomb in CSS is using vgui screen for
the timer on it.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Be
Agrizzle,
This isn't a soapbox to complain your dislike of Valve. Generally this list
is supposed be used to point out bugs to Valve or to get assistance from
others on non-bug issues that you need help solving.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mail
You could also dynamically generate a path_node set for the path you want
this thing to take then write a BaseAnimating derived train class that does
the same functionality as the Brush Based Entity train does.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto
I think that the two bones that the attachments are offsets of must be the
same name for both models for the bonemerge to be possible.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Ritchie
Sent: Thursd
It's a Networked String Table limit that is reached when precache limit is
reached. The big problem is there is no checking done to make all inputted
objects into the table to make sure they are all conforming to the same
conventions such as all lowercase with only one character for the path
separa
The easiest way is to have the NPC tell the alarm he is attempting to press
the alarm and store that in a safe pointer. CHandle. Then
anytime someone wants to use the alarm they first must check if there is no
other npc trying to use the alarm by checking if the chandle is not NULL. If
it is NULL t
to know for a that man which was engaged in the question
of "look at".
did you succeeded to do that a player looked on "noted" objects?
> From: "Christopher Harris" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] IK for player
>
> He wants to know
Instead of changing the players collision group I would suggest trying to
change is collision rules in ShouldCollide when he needs to change. VPhysics
will collide with only things the game dlls say it should also so disabling
physics collisions is redundant. I do temporary enabled collisions in ou
He wants to know how to implement IK on a player. Where the feet will be
flush with the ground and animate.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Ait.
Sent: Thursday, December 04, 2008 8:13 AM
To: Discussion of Half-Life Programming
Subject:
It is not unlogical, it is in fact the way it MUST be done. You create the
grenade entity, with EF_NODRAW, and no collisions and have it follow the
player. When it is time to throw it out you teleport it to the players hand
attachment at the moment of release, disable EF_NODRAW, enable collisions,
You have to change the Color Correction Enable logic in the rendering code.
There is basically a bool that is populated with a few different logic cases
in one line that determines if it will do color correction or not. By
default it won't enable the color correction unless there is actual color
co
up the info for any
other client.
I think it will be pretty easy to send all that info to the server and then
parse it how I need. Thanks Chris, that's pretty much what I needed to
know.
On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris
<[EMAIL PROTECTED]>wrote:
> Hi
>
> Yo
Hi
You must first iterate all your groups and print out the name and
CSteamID.id then you will create a CSteamID variable for your group using
the id as well as a 0 instance, a Clan Type, and a public universe. Then you
iterate to see on each local client if they are in that specific group id
then
PROTECTED] On Behalf Of Christopher
Harris
Sent: Saturday, October 18, 2008 8:10 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] Material Proxy not finding a known existing variable,
$selfillum
Hey,
I am trying to write a proxy that enables and disables $selfillum ba
Hey,
I am trying to write a proxy that enables and disables $selfillum based on
the game's state. The problem is that the Material Proxy is unable to find
the variable "$selfillum". I can define it 0 in the vmt or 1 and no matter
what it will always say that var does not exist. According to IMa
ll go away soon.
- Material : test/scrollingwatertest
- Surface center : -234 -938 16
Warning: WorldTwoTextureBlend found on a non-displacement surface (material:
test/scrollingwatertest). This wastes perf for no benefit.
On Mon, Oct 13, 2008 at 5:05 PM, Christopher Harris
<[EMAIL PROTECTED]&g
To do any offset of a vector to a new location you take the direction you
wish to go. Forward, -forward(back), right, -right(left), up, -up(down) and
you multiply it times the distance to offset and then add it to the vector,
so the negative directions are really just subtractions.
So examples:
G
The basetexturetransform is probably a matrix that is used to move/rotate
the basetexture when rendering it in the vertex/pixel shader. So since you
want it to scroll you pass It as the var so that it will change ever time
the proxy is called resulting in a moving textures.
Chris
-Original Me
I've seen out of hammer tools that let you create different shapes with
displacements that you can load in as a vmf.
They should exist somewhere on the VDC
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lech
Sent: Sunday, October 12, 2008 2:45 AM
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