It's possible, and it's been done before. Check out iFileSystem_PassThru for
more info.
On Wed, Jul 21, 2010 at 10:17 AM, Ryan Sheffer darksk...@gmail.com wrote:
If GCF support is gone, you won't be able to just load resourses using a
third party GCF handler. The engine and filesystems deal
Jonathan White wrote:
OK Folks,
I have entirely implemented the L4D Glow Effect in C++. Check it out along
with my very lengthy description of the code on the Developer Wiki:
http://developer.valvesoftware.com/wiki/L4D_Glow_Effect
The only hanging issue is that of shaders. I couldn't get
Jonas 'Sortie' Termansen wrote:
Kyle Gospodnetich skrev:
Hey everyone. I'm having a little trouble getting a unique identifier
for players playing our singleplayer game. What I'm basically trying to do
is identify the player's SteamID/CommunityID/Other static unique
identifier
Hey everyone. I'm having a little trouble getting a unique identifier
for players playing our singleplayer game. What I'm basically trying to
do is identify the player's SteamID/CommunityID/Other static unique
identifier and compare it to a list of developers (From there, running
code if
Christopher Harris wrote:
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
Is it possible to check if an object or vector is within a visible
(currently being rendered) visleaf? I need to occlude an entity that
isn't normally occluded, and this is the best way I can think of doing
it. Any help is much appreciated. I can't find any examples of this in
the code.
-Kyle
HLCoders wrote:
After a very quick search in some header files, I think these two
functions might interest you.
bool IVRenderView::AreAnyLeavesVisible( int *leafList, int nLeaves );
int IEngineTrace::GetLeafContainingPoint( const Vector ptTest ) = 0;
I haven't tested them, but if they work
HLCoders wrote:
After a very quick search in some header files, I think these two
functions might interest you.
bool IVRenderView::AreAnyLeavesVisible( int *leafList, int nLeaves );
int IEngineTrace::GetLeafContainingPoint( const Vector ptTest ) = 0;
I haven't tested them, but if they work
Hey everyone. I'm having some performance issues with my mod, and I've
traced it back to the particle effects that populate many of our maps.
So, I have a quad core CPU. Naturally, core 3 and 4 are unused.
Now, here's the issue.
Core 1 is sitting at 100%, while Core 2 is only sitting at ~30%. It
Jorge Rodriguez wrote:
If you have a quad core and you're having problems with the particle effects
being too expensive, probably you need to lighten up on those particle
effects. Not everybody has a quad core. Open up the showbudget panel to see
how long your particles are taking to render.
Matt Hoffman wrote:
I was going to say that until I remembered It's 1/4th Life. I don't think
he's ever released anything, just does all these cool looking things
everyone wants.
On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
If you have a quad core and
Hello everyone. I'm working on a new weapon for a little project of
mine, and I decided that the hopwire's vortex effect would be perfect
for it's secondary attack. The problem is, when the hopwire goes off, it
crashes if a player is too close to it. This problem is only present on
the orange
Harry Jeffery wrote:
Yeah, I just tried to implement it to discover there are no eyetoy
drivers for any windows x64 so I cant use my eyetoy as a webcam any
more.
2009/6/14 Sykes sy...@ladnet.org:
nice stuff :D
not sure about all the additional gesture recognition but the head
movement
Harry Jeffery wrote:
Yeah, I just tried to implement it to discover there are no eyetoy
drivers for any windows x64 so I cant use my eyetoy as a webcam any
more.
2009/6/14 Sykes sy...@ladnet.org:
nice stuff :D
not sure about all the additional gesture recognition but the head
movement
Tony omega Sergi wrote:
are you trying to mount 312? because hl2mp's appid is 320
On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson [EMAIL PROTECTED] wrote:
Hi guys,
I have a slight problem. Whenever I try to run my mod (based on HL2MP, used
Tim Baker wrote:
After doing a full code merge the particles are working fine.
I got some undefined references when I used only the new particles.lib.
-- Tim Baker
Mike Durand wrote:
You definitely will need to rebuild against the particles.lib included
in the beta for the new
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