::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to
observe something?
When the player spectates another player, what is he doing. Is his logical
entity moving around, or just his camera?
Any help over these two issues would be great, I've been stuck here for 2
days now... :P
-Matt
name)
Owner Nigredo Studios http://www.nigredostudios.com
--- On *Wed, 6/4/11, Matt Hoffman lord.matt.hoff...@gmail.com* wrote:
From: Matt Hoffman lord.matt.hoff...@gmail.com
Subject: [hlcoders] EmitSound being cut off, and forcing the player to
spectate an entity
To: Discussion
You should be safe if you in general launch with -insecure or stay through
VS launched builds which are also in Vac Insecure mode.
On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote:
Agreed, but we just acquired a Scaleform GFx evaluation license for a
project I'm working
And can convert it to Source rigs.
On Fri, Dec 3, 2010 at 4:30 PM, Minh minh...@telus.net wrote:
I remember seeing such a pack on www.turbosquid.com
It wasn't free though so I hope you have some mad cheddah to spend.
On 12/4/2010 9:18 AM, Phlox wrote:
I haven't had any luck finding a pack
In Dod's version of CViewRender::RenderPlayerSprites, we iterate over visible
teammate players and draw the icons using CMeshBuilder.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ
Sent: Wednesday,
I think he's trying to precache the particle system in his code via:
CClient_Precipitation::ClientThink()
{
Simulate( gpGlobals-frametime );
PrecacheParticleSystem(Rain_01_impact);
}
Which seems odd to me, shouldn't there be a initialize/precache section that
he could do it in there?
I also
http://developer.valvesoftware.com/wiki/SteamAppId
On Sat, Nov 27, 2010 at 3:20 PM, Andy Nemer an...@overwatchmod.com wrote:
I see. Not sure where you found that, but thanks!
Andy
On 27 November 2010 17:38, Didrole didr...@gmail.com wrote:
[217] Multiplayer OB Binaries
2010/11/27
Sigh, that's what I get for not reading/looking myself. :(
On Sat, Nov 27, 2010 at 4:19 PM, Andy Nemer an...@overwatchmod.com wrote:
It's not in that list, that's the first place I looked. Either that or I'm
completely blind.
Andy
On 27 November 2010 18:25, Matt Hoffman lord.matt.hoff
Actual proper non-commander first person? We'll take it.
On Sat, Oct 30, 2010 at 9:43 PM, Tony omega Sergi omegal...@gmail.comwrote:
Yeah, I'm in Korea.
Anyway, I was messing around with the Alien Swarm stuff today and I've
gotten most of the template ported over and working. Before it's
It's also totally gimped for anything that's not a top-down
player-controls-an-npc shooter. Atleast that's my understanding after
poking through the code a bit.
On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard
assaultar...@hotmail.com wrote:
Actually it's already available. The one Alien
But you were at the time that you wrote in our beautiful sdk and that's how
we all know it. :P
On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergi omegal...@gmail.comwrote:
Correction: I'm not contracting right now.
-Tony
On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre gear@gmail.com
I like how you point out the fact that english may not be his primary
language, and then proceed to use a higher level lexicon that would require
a lot of word lookups to fully understand.
On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne fullmetalhar...@nimhlabs.com
wrote:
In the very unlikely
Large amounts of fragmentation... Nem wrote an article on it on his site
somewhere.
On Wed, Jul 21, 2010 at 12:34 PM, Ryan Sheffer darksk...@gmail.com wrote:
They should drop the GCF in all source games, but it doesn't seem like this
is going to happen. Why the GCF hate all of the sudden? Too
That's fine by me, no need to shove old 2004 content down everyone's throats
again and having it show up in every bloody thing you try to make.
On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards t_edwa...@btinternet.comwrote:
It's a brand new SDK.
My guess is it might come later. I'm sure they started before the mac ported
code was ready to be integrated into more projects.
However, I wonder if the tile-based map editor is a bunch of prefab-type
things that snap to a large grid. I wait for monday when it releases to go
poke in the files
Excited to see Alien Swarm. Not only does it not look like source (And yet
still be source), it looks like good fun. And it's free.
Is there reasoning behind it being free? (Other than allowing anyone to
become a Source developer for free)
On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
Mostly related, has anyone tried this with the now updated HL2 or Ep1?
However I suppose it doesn't matter as EP2 particles should work for them.
On Thu, Jul 15, 2010 at 9:30 AM, Casey Doran wer4ge...@gmail.com wrote:
The Particle Editor is an in game tool that comes with the orangebox
engine.
I believe it's been like this for a while. In the past it would display X
is now playing Mod Name in the Steam toast in the corner, but as soon as
that went away it would revert to playing SDK Base (on friends list and in
group chats)
On Wed, Jun 23, 2010 at 1:07 PM, jetscope jetsc...@gmail.com
Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD
crashed. However if you use LAA on the vrad process, it worked again.
Fix by The Pro here:
http://www.facepunch.com/showpost.php?p=16482883postcount=23
I recall this working, but I do not know if Valve has fixed/broken it
All's fine on this front. (Using GMail)
Sometimes however, I see a reply being split from the original
'thread' per say. That however, is more of a user error than a mailing
list error I think.
On Sat, May 15, 2010 at 6:54 AM, Tony omega Sergi omegal...@gmail.com wrote:
Sounds like an issue
Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
for TF2 still...
Would appreciate my 2d lines back. :)
On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com wrote:
Interesting portal being part of the 2009. I guess because of the new
achievements and such, the
with
the proper version of the tools.
On May 11, 2010, at 18:17, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
for TF2 still...
Would appreciate my 2d lines back. :)
On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk
Simple question, I'm making an entity (Let's call it a building) which has
health and it's health can go up when the player uses it or down when it's
hit. How often would this entity need to think for this?
Maybe I'm just confused as to what Thinking entities do on their own.
Cheers,
Matt
I've gotten OnUse working with:
virtual intObjectCaps( void ) { return BaseClass::ObjectCaps() |
FCAP_IMPULSE_USE; };
virtual voidUse( CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value );
Can't get OnTakeDamage working though, I have:
virtual
That sounds like a pretty good one. There's also the ability to look in a
sphere (Which is actually a box(?)), etc. I used this to create a 3d radar
that found entities in a 512 sphere and put a debug box over them.
However, looping through the entities (in my case) is expensive to my
knowledge.
Says the guy on their Coder's mailing list... Who's probably got a
significant investment... Probably doesn't know much about account security.
I can make it work perfectly if you give me your credit card details, pin
number, steam account/password, email password, etc.
Trust me, look! I have
I do agree that Mac Support does make sense, as it really doesn't require
you to recompile almost every component, keeping most of their application
safe from hacking.
--
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Sent: Wednesday, March 10,
systems?). And hacking? Huh?
Matt Lima Faiotto wrote:
I do agree that Mac Support does make sense, as it really doesn't require
you to recompile almost every component, keeping most of their
application
safe from hacking.
___
To unsubscribe
in
multiplayer. It's been a while, and I don't remember everything I had to do
to make it work again.
-Tony
On Thu, Feb 25, 2010 at 4:22 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
I'm probably just being a retard but after sitting infront of code for
the
last 6-8 hours, I can't figure out
I'm probably just being a retard but after sitting infront of code for the
last 6-8 hours, I can't figure out how to get the Episode 2 Jalopy
in-game... There's a prop_vehicle_jeep, and a prop_vehicle_hl2buggy, and I
believe that they took the HL2 jeep and made it into the _hl2buggy, and
replace
Is the trace hitting the hitgroups? Could it be colliding with a player
bounding box or some other thing? Check the parameters of your trace?
On Sun, Feb 21, 2010 at 1:43 PM, James Martin altplu...@gmail.com wrote:
I'm just using the player models (dod) that came with the sdk. I've not
messed
);
On Sun, Feb 21, 2010 at 1:59 PM, James Martin altplu...@gmail.com wrote:
Thank you so much Matt! That seemed to be the problem...
I was overlooking the fact that the melee was using MASK_SHOT_HULL for the
trace, which excludes CONTENTS_HITBOX.
I knew it was something stupid I was overlooking
identical to the SDK one, so I'm not sure whats going awry here. Am I
missing something basic, or has someone run into this problem before?
Cheers
Matt
--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
___
To unsubscribe, edit your list preferences
They are probably using Images converted onto a VTF.
--
From: Saint Thoth (hotmail) st_th...@hotmail.com
Sent: Saturday, January 30, 2010 6:31 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] HTML/JPG/GIF display in HL1 Goldsrc
So now that we have a plausible fix for movement, has anyone looked at
multiple passengers?
My understanding of it is the vehicles are set up with a passenger system.
Just Passenger 0 (1?) is considered the driver.
My guess on implementing multiple-passengers in the vehicle would require
. 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.valvesoftware.com] On Behalf Of Matt Hoffman
I take it that it would be a lot of work and take a skilled programmer to
re-write prediction for the vehicles to put more of it client-side?
On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris
char...@resrchnet.comwrote:
Here is a page which has needed fixes:
objects).
I think I need to go play HL2DM and throw a toilet around...
Matt Hoffman wrote:
I take it that it would be a lot of work and take a skilled programmer
to
re-write prediction for the vehicles to put more of it client-side?
On Sat, Jan 23, 2010 at 2:33 PM, Christopher
DX6? What is this, 1998? http://en.wikipedia.org/wiki/DirectX#Releases
On Tue, Jan 19, 2010 at 5:24 PM, ZuM eduardo...@gmail.com wrote:
As far as i know, DX6 is not fully supported and result in quite some
graphic issues, so it's best if you don't use it.
For the other problems,
I agree, especially seeing as we're dealing with some real dollars here.
Perhaps it should be a combined voting, with public's votes counting towards
60% and the Staff vote counting for 40%. You could even go as far as make
people rate X out of Y gamemodes, and rate them based on: Re playability,
The blur shader - you can just take the shader dll from GMod if you want -
I
don't mind at all. If you want to implement it yourself it's just a shader
that blurs the texture.
More of modders need to be like this. :)
On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman garrynew...@gmail.com wrote:
Why not replacing the player with a vehicle, and making him fast? Wouldn't
that cut an unnecessary segment out of the loop and make life more
peaceful/less effin source physics grr?
Depends on what he's trying to accomplish.
On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
class or interface and
implements the needed methods.
On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
Why not replacing the player with a vehicle, and making him fast?
Wouldn't
that cut an unnecessary segment out of the loop and make life more
peaceful/less effin source
://www.empiresmod.com/ for all those who
haven't played it.
On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
I always was impressed with Empires lack of traditional mp vehicle
view
lag.
Still want multiple-body groups for them though. :P
On Wed, Nov 25, 2009
I believe it's a shader as it actively updates and effects weapons/held
objects too.
On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White killermonke...@gmail.comwrote:
Has anyone figured out how exactly L4D does the entity glow effects?
I am talking about the glow that surrounds pickup entities
Wouldn't that be the VMT for surfaceproperties, etc?
On Mon, Nov 23, 2009 at 6:14 AM, Jed j...@wunderboy.org wrote:
Well you'd need the models so the server can do collision and hitbox
detection and possibly purity tests for pure servers. Materials are
used by some games for player movement
Except L4D uses func_precipitation for their ran which is a brush entity
(obviously). That's just slapping down info_particle_systems. ;)
On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez bs.v...@gmail.com wrote:
L4D2 made all their weather effects with particles. Rain is a pretty easy
Tom: Wouldn't particle systems overflow the edges of the brush?
On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
I haven't seen how they actually do it but I doubt they would use anything
but particles. Either way it would be very easy for you to do it with
of the particle
systems.
I'm not sure if Valve even plans on updating the old systems for Tf2 or
for
the SDK.
On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Tom: Wouldn't particle systems overflow the edges of the brush?
On Sun, Nov 22, 2009 at 12
Remove friction.
On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Has anyone here got any experience with the quake 3 movement physics?
I'm trying to swap out the bhopping in source engine with strafe
jumping from the quake series but the two codebases
Thanks,
- Saul.
2009/10/28 Matt Hoffman lord.matt.hoff...@gmail.com
Wonderful that means they broke VMex again... Hope we get all of the
map's
vmfs as part of the SDK update...
On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote:
I attempted to load LFD2
Wonderful that means they broke VMex again... Hope we get all of the map's
vmfs as part of the SDK update...
On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote:
I attempted to load LFD2 maps in LFD. But didn't really get far.
map c5m1_waterfront
Host_NewGame
Compact
I'm sure most of us would Harry. :P
On Thu, Oct 8, 2009 at 2:59 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
What I would give for a sneak peek at Ep3.
Hell, I'd even sign an NDA.
2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
Only the chosen few who believe will be able to
animations different to fix some of the issues that
could arrise.
Im pretty sure valve are one of the only companies still using v models.
Might be wrong, but doom 3 even seemed to be using only world models.
On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote
Now add some export to Max options...
On Tue, Oct 6, 2009 at 11:59 AM, Saul Rennison saul.renni...@gmail.comwrote:
Yeah I noticed the LOD-popping too.
Otherwise I think that this is absolutely immense :D
Thanks,
- Saul.
2009/10/3 Nathan Voge hl2fr...@msn.com
I've seen you around
I'd imagine it looks bad, would be harder to rig/setup things, you'd have to
re-do the third-person animations, etc.
On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote:
Consider totally ridding the game of the view models and just positioning
the camera where you can see
.
Might be wrong, but doom 3 even seemed to be using only world models.
On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.com
wrote:
I'd imagine it looks bad, would be harder to rig/setup things, you'd have
to
re-do the third-person animations, etc.
On Mon, Oct 5, 2009
I think Source does it by Material property, but that may be a fallback?
On Sat, Sep 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote:
I'm pretty sure mass and density calculates buoyancy :)
Thanks,
- Saul.
2009/9/26 Ryan Horton d.ryan.hor...@gmail.com
I'm trying to make
of the feature you want and hammer
is
nothing, except ingame you'd have to reload the map all the time.
On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Because this totally doesn't go against the BSP/Compile mindset?
On Sat, Sep 12, 2009 at 2:43
Well... One specific difference that it has: Pop open the Heavy's DMX file
for his Morphs. Instead of a quasi-binary file format, there's actual
strings and words.
With my (admittedly limited knowledge) leads me to believe that they set the
Flex's up in Maya with some tool in Maya, and then
wrinklemaps and tongues, that
(AFAIK) can't be achieved with SMD.
Matt Hoffman wrote:
Well... One specific difference that it has: Pop open the Heavy's DMX
file
for his Morphs. Instead of a quasi-binary file format, there's actual
strings and words.
With my (admittedly limited knowledge) leads
entertainment ? If
you need ideas, msg me.
On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
And some of us who strive for quality work and animation are continuously
locked out. Even now that we FINALLY (Months late) have a model source,
we
still can't do much
strictly set in
code.
On Sun, Sep 13, 2009 at 12:24 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Silly title is silly.
Anyways. I'm attempting to use dxsupport.cfg
(sourcesdk/bin/orangebox/bin)
to force Hammer to anti-alias, picmips, antistropic, etc. I've poked
around
a bit
Erm. Can you explain to me... WHY you want to go into the void? And how do
you have a semi-sealable leak? The door won't stop the leak as it's a
brush entity... So it's a leak
On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
jscarsbr...@gmail.comwrote:
Hi
Using Garrysmod and Entiry
Remember when they broke them all?
It wasn't even that long ago...
On Tue, Sep 15, 2009 at 3:38 PM, Nick xnicho...@gmail.com wrote:
Remember when valve gave modders good tools and fixed bugs?
no, neither do i..
On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com
wrote:
Silly title is silly.
Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin)
to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around
a bit and made some changes. However, nothing seems to be taking effect. The
DXSupport file looks like this:
0
{
I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards t_edwa...@btinternet.comwrote:
You're running a pre-release 64bit operating system. Hmm...
The Hammer problems happen to everyone who launches Hammer directly. I
really wish they'd
Because this totally doesn't go against the BSP/Compile mindset?
On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:
Hi
I was wondering if it is possable to make a version of hammer that works
ingame and renders the vmf as somesort of mesh and then allows you to
I don't know if $nocull works on brushes but try adding $nocull 1 to the
VMT.
On Thu, Sep 3, 2009 at 5:50 PM, Bob Somers magicbob...@gmail.com wrote:
Is there a way to turn off backface culling for a particular entity?
I'd like to draw the texture on the inside of a brush entity when a
player
I don't think that's quite true Saul. Our copy seems to differer from theirs
because they keep breaking ours and not theirs. :p
On Sat, Aug 29, 2009 at 2:54 PM, Saul Rennison saul.renni...@gmail.comwrote:
You also have to take into account VALVe's priorities are:
1. VALVe
2. Everyone
We'll see how pretty Episode 3 is when it's released. It will blow UE3 out
of the fucking water.
(I still dunno how to do a quote :p)
Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at
most UT mods you can recognize them in a snap as a Ut mod for one reason.
Their
It worked fine on my Intel/Geforce XP build, but does the problem you
describe on my AMD/ATI Win7 build.
On Sat, Aug 29, 2009 at 4:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
This is only slightly off topic, but:
Every version of Hammer (even back to Worldcraft and before) I've ever
More popularity. If you see on the novient site it says GAMES SUPPORTED: .
I'd assume it was a fairly easy implementation into Source, and Valve
thought Cool another way to get more customers and please existing ones,
so they went ahead and did it.
On Sat, Aug 22, 2009 at 1:49 PM, Jorge Rodriguez
Because most of the tutorials say Here's C++ and not 'Here's how to
effectively use and work Visual Studios.
Course, you could find it on MSDN/M$/Google I'd imagine.
On Thu, Aug 20, 2009 at 11:42 AM, Tom Edwards t_edwa...@btinternet.comwrote:
I prefer to use Class View. Not many people seem to
Is it really a good idea to post the link? Not everyone on this list has the
best intentions, nor do I think anyone can do anything about it? (Correct me
if I'm wrong)
Wouldn't it work better directly mailed to Valve?
On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison saul.renni...@gmail.comwrote:
floating around for
years
before anyway.
On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Is it really a good idea to post the link? Not everyone on this
list
has
the
best intentions, nor do I think anyone can do anything about
height16
}
}
}
On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Doesn't appear to work for OB SP. Compiles fine, added it to the
c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
C_BaseHLCombatWeapon ); ) but can't get
Ahaha I love you. Not that I needed it for barnacles, but I love grappling
hooks. Will defintly implement this into my mod, thanks!
On Mon, Aug 17, 2009 at 2:38 PM, Ryan Sheffer darksk...@gmail.com wrote:
I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
wiki
for all to
Doesn't appear to work for OB SP. Compiles fine, added it to the
c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a
weapon_crossbow weapon script and renamed to weapon_grapple to no dice.
Just get:
]
It appears only the position and size of the entire model browser window is
stored there, and not the actual layout.
On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards t_edwa...@btinternet.comwrote:
It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer.
Matt Hoffman wrote
Thanks Tom!
On Wed, Aug 5, 2009 at 10:15 AM, Tom Edwards t_edwa...@btinternet.comwrote:
There's also hammer.vdf, in the same folder as the executable. In fact
it looks like the sole purpose of that file is to store the information
you want to delete. :-P
Matt Hoffman wrote:
It appears
First off is a personal issue: When I noticed that the Model viewer inside
of hammer had a Screen Cap button or something, I was fooling with the
window size trying to make it bigger and make the font readable. In the
process I dragged the bar down and now it looks like this:
wrote:
http://www3.telus.net/public/a6a91102/1.jpg
I think I'm gonna try splitting the glass up and using more cubemaps...
Matt Hoffman wrote:
Interesting idea but it sounds like you could better accomplish this with
multiple cubemaps on smaller surfaces than single cubemaps on large
glass
of these curved glass pieces..
20 x 5 = 100 cubemap entities, each using 256x256.
That's a lot of memory :(
Matt Hoffman wrote:
The whole upside-down-reflection isn't helping the screen imo. Maybe it
looks better in motion but right now it looks disorienting.
Anyways: Have you tried
I don't see why people mix that up. 95% of the time I see trigger_push
mentioned, they type func_push. :s
On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards t_edwa...@btinternet.comwrote:
BTW, it's trigger_push not func_push.
Harry Jeffery wrote:
Is it possible to disable this warning from within
You wanna post how you fixed it, as it seems to affect the base template
too?
On Sat, Aug 1, 2009 at 1:33 PM, Tom Edwards t_edwa...@btinternet.comwrote:
Fixed: it was somehow related to the base viewport not being created
properly! :-S
Tom Edwards wrote:
I'm trying to make a skeleton game
I for one would also like a fix for the ATI Hammer text... jaggies.
Or should I make a separate hlcoders email about that instead of including
all my hard-earned research in this one?
On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
char...@resrchnet.comwrote:
My only wish for updates to
I'm sure at one time or another, we've all seen the thread HALP HAMMAR TEXT
IS BROKED. This is usually in response to the 2d view's text jaggies caused
by Radeon 4xxx series cards. (And more?)
This can be seen here:
http://hailaeros.com/ZScreen_Uploads/SS-2009.07.27-10.41.03.png
While all hope
if I have the ATI Tray
Tools open. (Yet enabling the setting and closing works)
On Sun, Jul 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote:
I have this issue too, ATI 4870X2, latest drivers.
Thanks,
- Saul.
2009/7/26 Matt Hoffman lord.matt.hoff...@gmail.com
I'm sure at one
Ep2 is like this too. (Actually EP2)
I think Valve added it to the default res for all OB? I dunno.
On Sun, Jul 26, 2009 at 3:55 PM, Christopher Harris
char...@resrchnet.comwrote:
Does anyone know if there is some file needing to be extracted to get this
combo to have choices in it. Would be
If I can write a bloody GUI to StudioMDL, why can't Valve?
Because you already wrote it. Why would they need to duplicate your work?
Why pay paid developers to do something the modding community does for free?
;)
I do wish Hammer was open-source, or atleast had a plugin-system (Maybe
written in
They seem to break stuff fixing other things.
On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy
nuclearfri...@gmail.comwrote:
I certainly couldn't complain, where I work we make our level environments
entirely in 3DSMAX... :(
I imagine that if Valve is like most developers then they are
I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside
file still shipping with Ep2's Mod code so I figured I'd give it a shot. I
got the code to compile, but now it crashes the map if I start with a
prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses
:
Not having it client-side produces an error, not a crash though.What's
wrong
with crashing while it loads? Debugging should work regardless of the
game-state :S
On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
I'm trying to resurrect the Jetski from the HL2 Beta. I
On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 1ze...@googlemail.comwrote:
Yes, just wait for the crash and analyze it in the debugger.
On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
I guess maybe the question was of how to debug it. Build it in Debug
information to find out how to fix that.
That CXX0030-error could just be because of insufficient debug-information
and code-optimazations.
On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
It crashes at
m_pVehicle-Update( gpGlobals-frametime, m_controls
to help me
here?
On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijs yorg.ku...@home.nl wrote:
Ehm the pointer itself would be the null pointer?
So m_pVehicle is a NULL pointer, not enough to know when or how the
pointer should get something to point to though.
Matt Hoffman wrote:
How do I find which
your questions, it sounds like you really don't know C++. Is that
the case?
On 7/19/2009 1:50 PM, Matt Hoffman wrote:
I mean, I know which line the code is breaking on. How do I find out
which
part of the line (m_pVehicles, or the Update, or gpGlobals, or
Frametime
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 you're having problems with the
Search it up on youtube. There's still a res file called BoxRocket which
was Valve's internal name for it in L4D. (\Resource)
I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
wrong or what. Will continue to tinker with it.
However, using dynamic_light, I can get this:
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