The solution that Empires and Eternal Silence used (AFAIK) is to shrink down
everything including the player so that the effective map size is increased.
Relatively simple idea and seems to have worked well...
On Thu, May 19, 2011 at 4:25 PM, Psy_Commando wrote:
> Hi. I know nobody was able to
It would probably be pretty difficult to write it yourself with no
experience, but certainly not impossible. My first ever programming project
was a Source mod...
If you are or think you might be a lunatic who actually enjoys this sort of
thing then I would say go for it. Personally though I wou
The entire client/server dynamic is the same in singleplayer, besides a few
optimizations IIRC. A singleplayer game is essentially a listen server with
maxplayers 1. You still need to use the networking macros and things in
order to transfer data between client and server objects and the idea
rem
Try setting the render group to translucent for the weapon. Putting
$translucent in each skin's VMT would probably accomplish the same thing
too.
On Wed, Jan 12, 2011 at 5:09 AM, jetscope wrote:
> Hi guys. Coding for HL2MP here, and I'm trying to create a cloaking effect
> for the player - it w
You might try removing the default attack behavior that tries to simulate a
curved swing for the crowbar and replacing it with a really simple
tracehull/traceline to see if things improve at all and work forward from
there to a satisfactory compromise. I seem to remember having at least a
little b
You can't redistribute Valve content with your mod. If you could find a way
to just tell users to install HL1 and read the content from the GCF that
would be fine. Even so, the chances of Valve demanding you cease and desist
are near zero if you do redistrubute the whole thing. Your call.
On Mo
> > > J.
> > > >
> > > > 2010/4/9 Janek
> > > >
> > > > > In fact I found this InstallGlobalChangeCallback but can't use it
> coz
> > > I'm
> > > > > not able to get this alias as a ConCommand. There's p
I don't know if checking at "runtime" whether commands are being executed in
a batch as an alias command is possible but it certainly is possible to
change the callback for the engine alias ConCommand so you can check the
contents before it is fed to the engine. If you're trying to disallow the
us
Right, sorry.
On Fri, Jan 22, 2010 at 7:16 PM, Olly wrote:
> Just for the record, it should be inside the resource folder, not scripts.
>
> 2010/1/22 Skillet
>
> > Make sure the file is saved as UTF-16 and it's in the scripts\ directory.
> >
> > On Fri,
Make sure the file is saved as UTF-16 and it's in the scripts\ directory.
On Fri, Jan 22, 2010 at 12:10 PM, jetscope wrote:
> I tried to add in some custom strings to my mod, but it doesn't recognize
> the custom language file. The filename matches the mod's directory name
> down
> to the capita
Make sure you added the file(s) to both the client and server projects in
visual studio.
On Wed, Jan 20, 2010 at 6:53 PM, Gabriel Smith wrote:
> I recently decided to get back to work on a mod of mine and I saw to
> Obsidian Conflict grappling hook code on the wiki. I ported it to SP as best
> I
Ah thanks Jorge. That was confusing the hell out of me, good to know it's
something else.
On Tue, Dec 29, 2009 at 5:55 PM, Jorge Rodriguez wrote:
> CBoundedCvar_Interp::GetFloat() in the stack trace is a red herring. The
> problem is never with that function but something else. I don't know why
r_Interp::GetFloat() Line 113 + 0x19 bytes
C++
http://www.distraction-mod.com/skillet/crashdumps/plr1_hl2_3943_crash_2009_12_26T20_13_43C0.mdmp
http://www.distraction-mod.com/skillet/crashdumps/plr1_hl2_3943_crash_2009_12_26T21_5_41C0.mdmp
http://www.distraction-mod.com/
For the archives, it turns out the problem was that I had $ignorez 1 in the
VMT I was using.
:(
On Fri, Nov 27, 2009 at 2:12 PM, Skillet wrote:
> Thanks to Marek my shaders are working well with the exception of one very
> strange bug. My custom shader overlays stop working entirely o
Thanks to Marek my shaders are working well with the exception of one very
strange bug. My custom shader overlays stop working entirely on rare
occasion. So far the conditions that all must be true for problems to
occur:
1. The view model is not drawing (third person enabled or r_drawviewmodels 0
27;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 checks (slide/don't slide) and
> > > some things like bullet penetration. Whil
This seems like a stupid question but what exactly does a dedicated server
require in terms of content? I've noticed a few released mods that include
everything from the client in their servers, but can VTFs and other things
be excluded safely to reduce size?
Thanks
__
I'd appreciate that. I tried using relative paths and had the same thing
happen. Maybe it's because I have a space in my sdk bin dir...
On Sat, Nov 14, 2009 at 4:47 AM, Marek Sieradzki
wrote:
> Just use relative path in .bat file - ../../../../steam/steamapps/ and so
> on.
>
> I can compile sha
Sorry if this has been addressed before but I couldn't find any resolution
in the archives. I can't seem to compile .fxc files with the OB SDK.
Example output:
C:\Code\DHL\materialsystem\stdshaders>buildsdkshaders.bat
Setting environment for using Microsoft Visual Studio 2008 x86 tools.
09:37 PM
I believe the SDK is missing the script that defines the death notice
event. There should be a file \resource\modevents.res with a block
like this in it:
"modevents"
{
"player_death"// a game event, name may be 32 charaters
long
{
"userid""short" // user
IIRC there's an IEngineSound function to get the duration of a sound that
worked for me on MP3s though it could be a little fickle. I remember that
for some reason the first time I called it on a file the length reported
would be correct but subsequent calls would be wrong. Anyway you can use
tha
I can't find where omega posted this fix (must have been IRC), but in my
baseviewmodel_shared.h file I have
//DHL - Skillet - Bugfix from omega
virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int
iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSeq
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view model animation.
On Mon, Feb 16, 2009 at 1:31 PM, Jorge Rodriguez wrote:
> On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs wrote:
>
> > 1. Does anybody know if it's possible to have a sound be emitted th
As far as I recall each of the buggy's wheels is a separate IPhysicsObject.
You could investigate why the wheel physics objects are getting wonky in the
first place or just freeze them temporarily.
On Mon, Jul 28, 2008 at 4:09 PM, Walter Gray <[EMAIL PROTECTED]> wrote:
> I am trying, as a little
http://developer.valvesoftware.com/wiki/IFileSystem#Default_Path_Ids
On Mon, Jul 28, 2008 at 11:31 AM, Tiago Conceição <[EMAIL PROTECTED]>wrote:
>
> any way to know if a file is originaly from game or its a custom file
> placed by user using FileSystem?
>
> like:
> de_dust2.bsp = default from gam
The particular error message would be much more helpful, but blindly I can
suggest that you ensure you've installed the Windows Platform SDK as
documented here:
http://developer.valvesoftware.com/wiki/Compiling_under_VS2005#Requirements
The debugger configuration is covered here:
http://developer.
I join the bandwagon as well. I too have a few shader effects that are
fairly important to an eventual release.
On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:
> I'll gladly jump this bandwagon! There's just so many things I'd like to
> try
> out on the Orange Box
resource\OptionsSubMultiplayer.res
For future reference, you can open the VGUI build mode window to see the
.res file associated with any standard panel by using the Ctrl+Alt+Shift+B
shortcut.
On Tue, Jul 1, 2008 at 9:56 PM, Michael Chang <[EMAIL PROTECTED]>
wrote:
> Hi Adam
> I don't want to be
Definitely possible, though I suspect there's a way to do similar things in
hammer without modifying any code. Don't NPCs have some kind of input to
disable/enable AI?
On Tue, Jun 17, 2008 at 4:30 PM, Robert Briscoe <[EMAIL PROTECTED]> wrote:
> Hi,
>
> So I have recently started planning out an
I use a combination of hand editing and the builder. Don't know of anything
better.
On Fri, Jun 13, 2008 at 2:48 AM, Alexander Davidson <[EMAIL PROTECTED]>
wrote:
> Hi guys, is their a better method than using hte VGUI builder to place and
> create controls on a panel or is the preffered method
I noticed just a few minutes before this email came out that my mod started
crashing on a call to ISurface::SetFontGlyphSet() in one of my HUD elements'
VidInit() function after the strange error "Run-Time Check Failure #0 - The
value of ESP was not properly saved across a function call. This is u
:
> So far I havnt noticed this, flagging EF_NODRAW has always worked. Only
> thing I can think of is this flag isn't getting networked fast enough to
> the
> client, or not at all. But thats highly unlikely unless something important
> was changed.
>
> On Sun, Ju
I've been getting a bug lately in my HL2MP OB SDK mod that was reported ages
ago for the original release of the SDK then apparently fixed.
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg10002.html
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg14804.html
Adding EF_
I still get the gameinfo.txt error whenever I try to launch from the GUI,
whether the mod folder is in dedicated server 2007\ or SourceMods\.
Launching from the command line with -console says it loads the mod binaries
but then complains about surfaceproperties_manifest.txt missing, which I
don't h
I'm having the same issues. The SDK anim state is completely different from
the HL2MP one and is quite tangled up with the SDK's own player class
unfortunately. I would guess that the issue is related to animation
overlays, which the SDK anim state has a few related functions for.
Hopefully only
The scratch SDK uses "viewmodel" and hl2mp "predicted_viewmodel", so you're
likely to get that error if you mixed the two in merging.
On Thu, Apr 24, 2008 at 2:58 AM, Marshall <[EMAIL PROTECTED]> wrote:
> omg, thank you so much damn nvidia shit gave me problems with steam too :P
> I don't see why
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For #1 you could try just tracing out in front of the ball in the direction
of movement by a few units every frame to look for breakable glass. For #2
you might want to check the collision group settings on the object. I'm not
sure what the beha
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They trace against the surrounding bounds first, then hitboxes.
On Dec 15, 2007 9:17 AM, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
> Hey list,
>
> I have a small question. I have a weapon that uses a raytrace, and kills
> only one player type.
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Apparently it is possible to use VS 6, but not recommended.
http://developer.valvesoftware.com/wiki/Microsoft_Visual_Studio_6.0_Usage
Unless you really don't want to switch, I would suggest the free Express
Edition of VS2005, which can be made to
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What fun would modding be if the game ran the same way every time? This is
clearly a feature to add some spice.
:)
On 9/5/07, Nate Nichols <[EMAIL PROTECTED]> wrote:
>
> Has anyone experienced their faces getting a lot paler?
>
> Like this: htt
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I don't know if that's possible to do with a server plugin. You need to
edit the ammotypes in the code to enable tracers. That's not scripted as
far as I know.
On 8/29/07, steven belmans <[EMAIL PROTECTED]> wrote:
>
> Hi all
>
> i am building a
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You might want to try having a look at the strider's tracer effects.
On 6/28/07, Emiel Regis <[EMAIL PROTECTED]> wrote:
>
> I think they are, if you mean the UVMap. I tried attaching sprite to other
> models too and it always shows face up ( para
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There was a huge thread about it at the old chatbear VERC forums.
http://www.chatbear.com/unity2/4991/826,1113377026,18039/999218/
On 7/30/07, Keeper <[EMAIL PROTECTED]> wrote:
>
> Yes it does, but it's not for MP
>
> "This tutorial assumes you a
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The gibs are probably client side only entities.
This is the code I use at the end of a round to remove all client only ents
(must run on the client side of course):
C_BaseEntity *pEnt;
C_BaseEntityIterator iterator;
while ( (pEnt = iterator.N
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Try setting "developer 2" in the console before you have that code run. It
should give more detailed output regarding the problem.
If that doesn't help at all I would suggest that you make sure the model is
being precached, that it works (can be
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They work for me. Are your sure you've got all of the correct files on the
server and they're up to date?
On 5/28/07, Minh <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Anyone figure out how to enable
disappear.
I suppose I'll just have to use big static surrounding bounds instead of
USE_HITBOXES.
Sorry for the false information.
:)
On 5/22/07, Skillet <[EMAIL PROTECTED]> wrote:
>
> In case anyone else does actually run into this, it seems to have been
> caused by leftover p
g player's
GetVPhysicsObject() in my gamerules entity's ClientDisconnect() function
seems to have fixed it.
On 5/14/07, Skillet <[EMAIL PROTECTED]> wrote:
>
> I've been getting occasional crashes in the PhysFrame() function (
> physics.cpp) when players disconne
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Might be easier to just look at samples that Google brings back.
http://www.gamedev.net/reference/programming/features/celshading/
http://q3cellshading.sourceforge.net/ (Probably more useful, as it includes
the source of a working Q3 cel shader)
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I've been getting occasional crashes in the PhysFrame() function (
physics.cpp) when players disconnect from a server. They're always access
violations.
Specifically it's in the for loop here:
int activeCount = physenv->GetActiveObjectCount(
k, and the
> client will be rejected if it can't verify it successfully.
>
> Skillet wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > It's not in the SDK, unfortunately.
> > :(
> >
> > On 5/12/07, Mark Ch
> [mailto:[EMAIL PROTECTED] On Behalf Of Skillet
> Sent: Sunday, May 13, 2007 6:46 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Force Consistent Client.dll?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Is there a simple way to have the server f
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Is there a simple way to have the server force consistency on the client.dll?
When I was testing I noticed that the console prints a warning message on
the client when the server's copy of the client.dll is different, but
doesn't seem to do anythi
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As far as I know, CBaseEntity:GetAbsOrigin() should return the "center"
point of the model for a model based entity (0,0,0 in your modeling
program).
If that doesn't work you could try CBaseEntity::WorldSpaceCenter().
On 5/2/07, Drak <[EMAIL PROT
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What's the best way to do animation blending from the code?
Ultimately I want to blend the view model's animation from one frame of a
sequence back towards the start frame of the idle sequence. It's very
simple to do that by playing with the sli
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You can use enginesound->GetSoundDuration() with the .mp3 to figure out how
long it is then stop the old sound and start a new one once that time has
elapsed.
On 4/19/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Will support for this be added s
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I remember having to actually disable my "network connection" in Windows for
Steam to go to offline mode. I haven't tried it in a while though.
On 2/6/07, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multi
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Have you tried doing something similar in ClientModeShared::KeyInput()?
On 1/23/07, Oliver <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> We'd like to limit user's ability to access the main menu (what you
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Don't forget about the upcoming Episode 2 lighting and shadowing overhaul.
http://en.wikipedia.org/wiki/Source_Engine#Dynamic_lighting_and_shadowing_2
If you can wait for that it will probably be better than anything that can
be done practically
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I'm trying to change the pitch of all currently playing sounds from the
client side by calling IEngineSound::GetActiveSounds() then going through
the list of SndInfo_t's returned and calling IEngineSound::EmitSound() for
each with the new pitch an
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Try setting the render angles on the client side.
On 12/20/06, Parthalan <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I'm looking for information on how to rotate the model associated with a
> pla
missing debugging
> information
> > for referencing module; linking object as if no debug info
> >
> > tier1.lib(strtools.obj) : warning LNK4204:
> > 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
> information
> > for referencing module;
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Same here.
On 11/24/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm getting that too. Very annoying.
>
> On 11/23/06, Joel R. <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/pl
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ConVar's marked FCVAR_REPLICATED are only able to be changed on the server
(by an admin), and are automatically networked to the client . That's
probably what you're looking for. Have a search in the HL2DM SDK for
mp_teamplay.
On 11/13/06, Emie
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It happens for me every time the duck key is released as well. There's a
nearby comment that says it should rarely or never happen. I assume
something changed (or something that was supposed to change didn't) between
when the assert was added an
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Command line args work with 320.
Try extracting the valve.rc from HL2DM to yourmod/cfg.
The important part of it is "stuffcmds".
On 11/4/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
> > Y
ind a way to kill that effect though when your server entity dies though)
>
>
> On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I am moving it on the server.
> > I mean to have the same
this?
>
> It shouldn't be using any bandwidth if you're not moving it on the server
> or
> changing any of its network vars.. in which case it'll only transmit when
> stuff is being changed.
>
> On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote:
> >
>
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I'm trying to create an entity that has a visual representation on the
client separate from it's server counterpart, with the only networking
occurring when the entity is created on the server side (like a temp ent) to
keep bandwidth use down. So
ion each timestep.
> The traceline doesn't have to extend across the world as soon as the
> weapon
> fires.
>
> On 10/26/06, Skillet <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to simulate
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I'm trying to simulate bullets at (near) actual speed with physics rather
than tracelines, and I'm having inconsistent collision troubles. I assume
they're happening because the physics system isn't designed for such fast
moving objects. My ques
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It will probably cause the settings auto detector to choose settings higher
than it would if it found your CPU speed correctly, but as long as it gets
all of the capabilities (SSE, SSE2, etc., listed in the console on startup)
right there shouldn'
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The Steam server browser has a 'contains bots' column that can be enabled,
but an actual filter option would be nice.
Mods being able to compare versions of client and server then show
mismatches in a different color would be great. Having a sep
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Is there any easy way to exclude player bounding boxes from physics
collisions and collide with hitboxes only?
My problem is that projectiles in the crossbow bolt style collide with
players' bounding boxes rather than their hitboxes. Not too not
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Its an old bug that should be fixed in the latest SDK.
If not, the way I remember working around it was doing
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f (amount of time dosen't
really matter) in the SecondaryAttack function of weapons th
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I noticed that ToggleButtons and (more painfully) ImagePanels don't work
after applying the SDK update.
You can still use IsDepressed(), ForceDepressed() and
RecalculateDepressedState() with buttons, which I was already doing with my
ToggleButton
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Wasn't HLMV for HL1 a third party tool to begin with?
On 9/2/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I would higly doubt anyone could do a better 3rd party viewer than Valve
> could.
>
> On 9/2/06, Gus <[EMAIL PROTECTED]> wrote:
> > This is a cry
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As I understand it, you simply need to figure out where you want the thing
to appear in world space (3D) then use the functions provided in the SDK to
translate that into screen space which you can use to position the HUD
displays.
On 8/24/06, Da
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It's in CBaseEntity and C_BaseEntity. Both of them call into shared
functions in soundemittersystem.cpp.
On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Dang it; what where the headers for this?
>
> _
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IIRC SetThink doesn't work on the client. The method I used was to override
the virtual function ClientThink in C_BaseEntity and use the
SetNextClientThink() function in lieu of SetNextThink(). Looking at
c_baseentity.cpp you should be able to d
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Is HL2 defined in the project options?
On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> if ( !bFired && (pOwner->m_nButtons & I
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Apparently that fix is unrelated to third person local player animations. I
also implemented it and saw that the local player crowbar animation still
seemed low framerate. It's not a showstopper, luckily.
None of the fixes in that SDK forum thr
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The one in Source SDK Base.
source sdk base/hl2.exe
Does it give the error when run from the Steam games menu?
On 8/13/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> Skillet wrote:
> > Make sure you're using the rig
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Make sure you're using the right appid/executable for launching. I was
getting that tier0 error when I used half-life 2/hl2.exe instead of
half-life 2 deathmatch/hl2.exe to run my 320 based mod from Visual Studio.
On 8/12/06, Jorge Rodriguez <[E
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What's the proper way to apply the patch? WinMerge dosen't seem to want to
use patch/diff files at all and TSVN complains that the file is bad (no
"Index" line).
On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> As promised, here is th
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Good idea! Remove sound entirely and call it a feature.
I don't think the players would like that very much though. :P
On 8/2/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> There is no sound in
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I'm pretty sure that first person dosen't work right.
I "just enabled" spectator and even free roam didn't work right. The camera
was acting like the ragdoll deathcam, oddly. I had to play around with it
quite a bit to get that working, and end
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Yeah, it seems very unlikely that they're just textures, seeing as things
move through them smoothly and can be half way between two portals (not just
teleported point to point, as in the GMod minimod).
On 7/30/06, Ryan Sheffer <[EMAIL PROTECTED]
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Yeah, if it's for HL2DM size models please post the new vectors so we can
all use them.
On 7/30/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Are you using HL2DM models? In that case
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I don't think so.
http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM
"*Notice that his bounding box did not rotate with him.* That's not a bug in
the *cg_drawBBox* code – that's actually the way Quake 3 does bounding
boxes. It's the "axial" part
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Gamerules.cpp ~Line 34 I believe.
static CViewVectors g_DefaultViewVectors(
On 7/29/06, Jed <[EMAIL PROTECTED]> wrote:
>
> I discovered an annoying little quirk today when I accidently left
> drawing of the third person view model while in first
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You could always try searching for them with standard IO on DLL init to see
if they're in the actual directory and if not use
IFileSystem::GetLocalCopy(). I've never tested it but according to the
comments it should do what you want.
On 7/27/06,
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I think it's safe to say that all of us are, but doing things like this
isn't going to make it be released any sooner. If the update is released
tomorrow, great. If it's never released, oh well. There's not much we as a
community can do to chan
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It probably depends on what kind of project you're doing, but $200,000 would
be a reasonable estimate.
On 7/19/06, Emiel Regis <[EMAIL PROTECTED]> wrote:
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> I think it would be $200.000 minumum.
>
> > Thanks for the quick reply. I think we might
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I recieved an MDMP with a crash in GetStudioHDR() from one of my team
members as well a few days ago. Call stack showed some shadow rendering
code I messed with though, so I assumed that was the problem.
>client.dll!virtualgroup_t::GetStudio
wrote:
>
> Perhaps it is the footstep sounds being transmitted from the server.
> Try making them client side (even triggered by events in the walk
> animation?)
>
> On 7/2/06, Skillet <[EMAIL PROTECTED]> wrote:
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&
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I'm getting ridiculous amounts of sound network overhead in my mod and I'm
not sure why.
With net_showmsg 1 I see this message repeated hundreds of times:
Msg from 127.0.0.1:27015: svc_Sounds: number 1, reliable, bytes 5
A search of the SDK for s
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Could this be related to that old prediction error bug while moving along
walls that the KZMod guy kept bringing up?
NetworkOrigin jerks are exactly what happen there (looking at cl_pdump) and
that's another issue which dosen't happen in HL2DM bu
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Make sure you reset it to USE_OBB_COLLISION_BOUNDS on death, seems to cause
me some problems otherwise.
On 6/17/06, LDuke <[EMAIL PROTECTED]> wrote:
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> Thanks Matt! That does the trick bea
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I don't think it's a problem of the dead flags (though I have had issues
working with them in the past), but simply that spectator is not fully
implemented in the SDK.
On 4/25/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
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