extern vec3_t v_origin, v_angles;
These are declared in view.cpp, and are updated every frame prior to
rendering.
-randomnine-
> I have completed a clientside vgui radar which works with player coordinates
> entirely found in the client code. However, this works fine and all, but the
> coordinat
> Also my loading does MipMap as well for the sake of speed over
> distances.
this fella says it best:
"The two main problems with texture mapping are the following:
- if a texel covers many pixels, you get a patchwork quilt of the
texture.
- if a pixel covers many texels, you get ugly flashing
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> JPG support? Th
> Assuming the motd html parser is IE (and it probably is, its the
> simplest way of doing it)
>
> http://www.securityfocus.com/bid/7806/info/
>
> Run a cstrike 1.6 server and create an army of trojaned machines... nice.
yeah, fair enough - and probably worth checking out...but if the parser
*is*
> I'm sure someone will find something. You can't just dump HTML parsing
> in the MOTD VGUI routines and expect it to be bug free.
when was the last time you saw a pure HTML exploit in a modern browser?
HTML is a data format, not a programming language. About the worst you
could do is crash the br
On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote:
> I agree, but perhaps it's better off in CHud::VidInit...
> - Original Message -
> From: "@lph@ Bet@" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, July 17, 2003 7:30 PM
> Subject: [hlcoders] (no s
On Mon, 2 Jun 2003 14:14:05 +1200 Phil <[EMAIL PROTECTED]> wrote:
> > Aren't there tools that'll do that automatically? From what I've heard
> > the compiled ASM runs as fast as the original C++, even.
>
> ASM runs much faster than C++ because it's a lower-level programming
> language. Some could
> > /me wonders how hard it would be to port the source to Java...
>
> /me wonders how hard it would be to port the source to ASM...
Aren't there tools that'll do that automatically? From what I've heard
the compiled ASM runs as fast as the original C++, even.
Exactly as fast. :p
-randomnine-
__
> Anyway, I'm sorry if that sounded arrogant. I should have added: "most
> people I talked with about that". :) I've met lots of persons who think that
> script languages are "toy languages", which is not justified by the current
> state of the art (http://home.pacbell.net/ouster/scripting.html).
> Anyway, that's all for the sake of chatting. Now we know that we'll
> be able to use C++ in HL2. Still, I think it would be great if they
> added a good script language as a second option.
/me wonders how hard it would be to port the source to Java...
-randomnine-
__
> I seem to remember seeing that the SDK for HL2 will be released ahead
of the full game. Is there a target release date for the SDK?
I doubt this applies to us. A coding SDK would be basically useless
without a copy of the engine. Even with well documented APIs, though
then we'd at least be able
> > Any person who is not trained in the basics of programming (algorithms +
> > data = programs) and how to express them in a computer language is
> > -- by definition -- not a programmer. This is the same distinction
> > made between real "hackers" and mere "script kiddies".
>
> The way you say
> Assuming there is a scripting language it will have been used to
> create HL2 and to allow the engine to work with other games just as
> well. The power Valve had to create HL2 isnt enuff for you? :)
In that hypothetical case, Valve would have had the option of extending
their proprietary script
> On the subject of 'Half-life being the biggest mod community', yes,
this is
> true however it was also pretty much the first as well, it was a few years
> before we saw other games which could be modable. However biggest doesnt
> mean best, look at every mod we've seen for HL, 99% of them are 'oh
alternatively, seek out a place on the client that's called only while
3D rendering is going on and not during level changes, and do a
client-side screen fade when it first starts and whenever the map name
changes. that'd be completely reliable, even on dodgy connections.
-randomnine-
> > I want
i've done this sort of thing a couple of times without using the
accumulation buffer: accum buffer and stencil buffer aren't always
around and i don't think HL requests either of them, so they're usually
a bit dodgy and often software emulated.
look at glCopyTexSubImage2D. the idea is, you copy th
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