Re: [hlcoders] AI structure

2005-02-09 Thread Sniper
If that's too hard to take in all at once, try examining the Half-Life 1 sdk and have a look at the AI there. It's nearly the same, though half-life 2's AI has many more functions and some functions/features were re-done a bit. -Sniper On 2/9/2005 7:39:53 PM, hlcoders@list.valvesoftware.com wrote

[hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.

2004-11-19 Thread Sniper
/ Use this tool to change LOD Bias if you have an nVidia card. I hope this is helpful for everyone. - David Sniper McDermott Sven Co-op Programmer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.

2004-11-19 Thread Sniper
I'm using forceware 61.77. I just realized new drivers (66.93) came out, I'll update to those in a bit. - David Sniper McDermott Sven Co-op Programmer - Original Message - From: Stephen Micheals [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, November 19, 2004 9:28 PM Subject: Re

Re: [hlcoders] Re: CS1.6 running slow

2004-09-03 Thread Sniper
. This isn't like a message board. -David Sniper McDermott Sven Co-op Lead Programmer On 9/3/2004 11:59:26 AM, [EMAIL PROTECTED] wrote: I have an Similar Problem with CS 1.6 (most problems on aztec - Barnye promised an update ony, but he is very busy :/). I have an AMD XP 1700+, GeForce4

Re: Fw: [hlcoders] Half-Life:Source?

2004-08-31 Thread Sniper
. -David Sniper McDermott Sven Co-op Lead Programmer On 8/31/2004 6:19:44 AM, [EMAIL PROTECTED] wrote: I think that is complelty wrong, look at the pic that I took (was already linked in the first post): http://img31.exs.cx/img31/6120/highqual.jpg I can 100% asure you that I haven taken

Re: [hlcoders] Logical NOTs for info_tfgoal?

2004-03-12 Thread Sniper
You were talking specifically about info_tfgoal. Sounded like you were busy on a Team Fortress Classic map. -Sniper - Original Message - From: BuzzKill [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, March 12, 2004 12:31 AM Subject: RE: [hlcoders] Logical NOTs for info_tfgoal

Re: [hlcoders] Logical NOTs for info_tfgoal?

2004-03-12 Thread Sniper
I don't think anyone here can. You need to provide some more information on what you're meaning to do. -Sniper - Original Message - From: BuzzKill [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, March 12, 2004 11:20 PM Subject: RE: [hlcoders] Logical NOTs for info_tfgoal? On 03

Re: [hlcoders] [Fwd: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer for 3ds max r6 !!]

2004-01-16 Thread Sniper
See me code it before smearing other people? He obviously illegally downloaded some Half-Life 2 content. If he did download some files illegally, why the hell can't I smear him? He might be a fantastic programmer, but that doesn't mean he's above the law. -Sniper - Original Message

Re: [hlcoders] [Fwd: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer for 3ds max r6 !!]

2004-01-15 Thread Sniper
This doesn't look LEGAL to me. Unless he had support from Valve, he downloaded the illegal version of Half-Life 2 to do this. Why does he have the Half-Life 2 models in pictures all over the place? Pathetic. -Sniper - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED

Re: [hlcoders] Article about Gamma

2004-01-12 Thread Sniper
they don't realize their gamma/brightness settings are too high. There should be some sort of standard monitor manufacturers need to comply with. -Sniper - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 12, 2004 6:52 PM Subject: [hlcoders

Re: [hlcoders] Adding a new skill level and Steam

2004-01-04 Thread Sniper
Looks like the best way would be to add in a new skill cvar. (duh Sniper) Shouldn't be too much work. -Sniper - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, January 04, 2004 10:24 PM Subject: RE: [hlcoders] Adding a new skill level

Re: [hlcoders] Deathmessages stopped working in Steam

2003-12-21 Thread Sniper
The problem is, someone at Valve thought the feature was just for debugging purposes - and so set it in stone to be for debugging purposes. (Hence, it DOES work with developer 1). It was pretty thoughtless, yep. -Sniper - Original Message - From: K. Mike Bradley [EMAIL PROTECTED

Re: [hlcoders] For the love of god...

2003-12-21 Thread Sniper
Maybe you need to innovate some more. -Sniper From: Tony omega Sergi [EMAIL PROTECTED] With that said, i'll try to be more considerate for all of you peoples small inboxes/storage places, but no promises as i cannot garuntee that i will be able to meet a promise such as that every time

Re: [hlcoders] Deathmessages stopped working in Steam

2003-12-20 Thread Sniper
of it if Developer 1 isn't set. It was also never documented publicly as being removed -- that is frustrating in itself. -Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 20, 2003 5:38 PM Subject: Re: [hlcoders] Deathmessages

Re: [hlcoders] Deathmessages stopped working in Steam

2003-12-20 Thread Sniper
. A modification may also use the print notify function for other informative messages, and now those messages are gone. A feature present for years being removed in a new system like Steam can only ask for problems. This is very upsetting. -Sniper - Original Message - From: Tony omega Sergi [EMAIL

Re: [hlcoders] Deathmessages stopped working in Steam

2003-12-20 Thread Sniper
are never fun for anyone, including the players. So if I sound like I'm being hostile, maybe it's because I am. -Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 20, 2003 7:26 PM Subject: Re: [hlcoders] Deathmessages

Re: [hlcoders] Deathmessages stopped working in Steam

2003-12-20 Thread Sniper
at this moment in time and Valve has (apparently) shut the book. Won users will continue to see death messages for Sven Co-op 3.0, Steam users wont. For 3.1 perhaps, it'll be added in. Until then, shit happens. -Sniper - Original Message - From: Michael Shimmins [EMAIL PROTECTED] To: [EMAIL

Re: [hlcoders] Deathmessages stopped working in Steam

2003-12-20 Thread Sniper
these months. I did not know that the death messages didn't work until recently. -Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 20, 2003 8:43 PM Subject: Re: [hlcoders] Deathmessages stopped working in Steam First off

Re: [hlcoders] No EXPORT?

2003-11-15 Thread Sniper
You're missing EXPORT on some touch/use/think prototypes. -Sniper - Original Message - From: Rockefeller [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 15, 2003 8:27 AM Subject: [hlcoders] No EXPORT? hi. It seems that since the last update of Steam the Debug Mode

Re: [hlcoders] No EXPORT?

2003-11-15 Thread Sniper
temporary hack. Comment out the block of code under: // Ugly code to lookup all functions to make sure they are exported when set. -Sniper - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 15, 2003 3:10 PM Subject: Re: [hlcoders] No EXPORT

Re: [hlcoders] Model load failed functionality

2003-11-06 Thread Sniper
It'd also be nice if the precache limit could be upped to 1024 rather than 512 (?). While you're on the topic of models, that is. -Sniper Sven Co-op Lead Programmer - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, November 06, 2003 4:48

Re: [hlcoders] Makeing An Entity Sprite Animate

2003-09-28 Thread Sniper
You'll want to call the sprite's TurnOn() function, or: CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector origin, BOOL animate ) When you call the function above, make sure animate is set to true. example: CSprite::SpriteCreate( sprites/glow01.spr, origin, true ); -Sniper

[hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
automatically mean the model's brush based origin. So we're back to the same problem. Argh. -Sniper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
the origin wouldn't return the true center of the model. It'd return where-ever the entity's origin brush resides. Hence the problem of trying to find the exact center point of a brush based model that has an origin brush. -Sniper - Original Message - From: Jason 'Ikkyo' Gripp [EMAIL

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
are calculated WITH the model's origin. The origin brush. -Sniper - Original Message - From: Jason 'Ikkyo' Gripp [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, September 27, 2003 3:01 PM Subject: Re: [hlcoders] Finding the true center point of an entity I see what you want now, but I

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
I'm sorry, after going through my code, it turns out I've made a minor mathematical mistake that spilled over into everything... causing me to make my assumption. Phew, at least that's fixed. Thanks guys. -Sniper - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED

Re: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Sniper
I've never had this problem. Is pev-nextthink = gpGlobals-time + 1.0 called at the end?... Perhaps you have a return some place higher up in the function? Sniper - Original Message - From: Cale 'Mazor' Dunlap [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 16, 2003 9:20

Re: [hlcoders] About outlook (NOT half-life related)

2003-08-23 Thread Sniper
Since pretty much everyone may be affected by this spam-wannabe virus, it's okay to have a discussion on it here. (In my opinion) -Sniper - Original Message - From: Steven Van Ingelgem [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, August 23, 2003 5:03 AM Subject: Re: [hlcoders

Re: [hlcoders] Probably basic question

2003-08-18 Thread Sniper
First question: I'm confused about what you're asking. Second question: Yes, it's necessary. -Sniper - Original Message - From: Nick McLaren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, August 18, 2003 10:07 PM Subject: [hlcoders] Probably basic question I asked

[hlcoders] Half-Life movement issues

2003-08-14 Thread Sniper
put a damper on perfectly good AI routines. Especially for running from grenades. I'm clueless about this, as all of the monster-movement functions are in the actual engine. Argh. Sniper Sven Co-op Programmer -- ___ To unsubscribe, edit your list

Re: [hlcoders] hl1 requests - plz plz plz plz plz

2003-07-26 Thread Sniper
Eric Smith said they'll be increasing the max sfx_t to 1024 in the next patch. -Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, July 26, 2003 11:26 AM Subject: RE: [hlcoders] hl1 requests - plz plz plz plz plz Here's my one

Re: [hlcoders] (no subject)

2003-07-18 Thread Sniper
Ahh that sounds good. Sniper - Original Message - From: Alfred [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:03 PM Subject: Re: [hlcoders] (no subject) The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. I suspect with a bit of tweaking you

Re: [hlcoders] DOD hw/sw.dll redistribution?

2003-06-30 Thread Sniper
I thought this was coming in the next Half-Life patch? Sniper - Original Message - From: Jonah Sherman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, June 30, 2003 8:09 PM Subject: [hlcoders] DOD hw/sw.dll redistribution? -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 DOD 1.0

Re: [hlcoders] pfnPEntityOfEntIndex( 1 )

2003-06-28 Thread Sniper
Indeed. Sniper - Original Message - From: Sin Sanx [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, June 28, 2003 10:01 AM Subject: Re: [hlcoders] pfnPEntityOfEntIndex( 1 ) No as allready stated, index 0 is worldspawn, indexes 1 through 32 are players. From: Oskar Lindgren

Re: Re[2]: [hlcoders] hl2 and coop

2003-06-20 Thread Sniper
Well, in Half-Life, monsters are simply set to die when a multiplayer game is started - except for snarks and hornets. Since the AI wont be exclusively in the engine, I don't see how the game would make it difficult for enabling a co-op mode. Sniper - Original Message - From: Jonathan

Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread Sniper
Well, we're certainly planning on making Sven Co-op for Half-Life 2. It's a very exciting time right now for us. Sniper - Original Message - From: Beef [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 19, 2003 8:05 AM Subject: Re: Re[2]: [hlcoders] hl2 and coop I've

Re: [hlcoders] Valve MOD Expo 2003?

2003-06-11 Thread Sniper
As MoD has stated, Valve is going to - from various interviews / news - have a sort of get to know half-life 2's mod stuff event this year instead of the expo. Erik Johnson from Valve stated the SDK will be available some time in August. Sniper - Original Message - From: botman [EMAIL

Re: [hlcoders] estimated release date foe hl2 sdk?

2003-06-01 Thread Sniper
, the sooner people will be able to understand how it operates. Which means there wont be as big of a delay in Half-Life 2 mods as there would normally be. Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 31, 2003 1:49 AM Subject: RE

Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-31 Thread Sniper
The discussion has ended, C++ will be the official language for Half-Life 2's SDK. Erik Johnson replied to question at hand. Please, no more flame-worthy/pointless scripting VS C++ discussions. Sniper - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday

Re: [hlcoders] estimated release date foe hl2 sdk?

2003-05-31 Thread Sniper
Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper

Re: [hlcoders] estimated release date foe hl2 sdk?

2003-05-31 Thread Sniper
Why would Valve do that? It defeats the purpose of getting the modification community jump-started. Sniper - Original Message - From: Beef [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 6:06 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Subject: Re

Re: [hlcoders] estimated release date foe hl2 sdk?

2003-05-31 Thread Sniper
Omega, perhaps you forgot about the information on Planet Half-Life: Erik says: Yes, we will be releasing an SDK for the Source engine for MOD developers before the game is shipped. I don't have to say anymore. Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED

Re: [hlcoders] Half-life resources

2003-05-30 Thread Sniper
I doubt there are any tutorials that discuss a topic as broad as that. You're going to have to read through the source yourself to get a general idea of how everything works. Sniper - Original Message - From: Jamie Esliger [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, May 29

Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Sniper
weapon mods were created. There are several different examples of why scripting languages usually lead to crappy weapon mods. Too many to list. Sniper - Original Message - From: Phantom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 26, 2003 10:00 PM Subject: Re: [hlcoders] c++ vs

[hlcoders] kRenderGlow question

2003-03-16 Thread Sniper
person weapon model seems to ignore this feature, and it'd be nice if the same could be applied to regular models in the world. Sniper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Am I an idiot?

2003-03-11 Thread Sniper
GAMEDIR PATH is the command to change to another mod in-game. Sniper - Original Message - From: Daniel Koppes [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, March 11, 2003 10:06 AM Subject: Re: [hlcoders] Am I an idiot? -snip- I doubt this techinque would work under Linux

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-10 Thread Sniper
, it will therefore only apply to modifications. If the end-user has a problem, it's not Valve's fault. They would have to contact the mod team. So I see no reason not to increase the model precache limit. Hmm? Sniper - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Sniper
It'd be nice if this limit could be increased. I'm sure the average low-end machine could handle much more than the high end computers of '96-98. (Quake1 through Half-Life) Sniper - Original Message - From: Avatar-X [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, March 09, 2003 11

Re: [hlcoders] AMD 64bit - looks interesting!

2003-03-08 Thread Sniper
So true. *cries* Sniper - Original Message - From: Phil [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, March 08, 2003 6:30 PM Subject: RE: [hlcoders] AMD 64bit - looks interesting! I like it how they keep on using Counter-Strike instead of Half-Life

Re: [hlcoders] Single Player Weapon Damage

2003-03-02 Thread Sniper
I doubt the server admins would care if the mod is single player. Heh. Heh. Sniper - Original Message - From: Skyler York [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, March 02, 2003 3:54 PM Subject: Re: [hlcoders] Single Player Weapon Damage [ Converted text/html to text/plain

Re: Re[2]: [hlcoders] [OT] HL for PS2 lighting

2003-01-23 Thread Sniper
It's probably just the gamma settings. Sniper - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 23, 2003 2:26 PM Subject: Re: Re[2]: [hlcoders] [OT] HL for PS2 lighting M Always wanted two players coop for HL... interesting, have

Re: Re[2]: [hlcoders] [OT] HL for PS2 lighting

2003-01-23 Thread Sniper
Hehe woops. I was referring to the first post... about the flashlights and light blending with the wall and black texture floor. Sniper - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 23, 2003 2:44 PM Subject: Re: Re[2]: [hlcoders] [OT] HL

Re: [hlcoders] ATI RADEON [7200] card problems.

2003-01-13 Thread Sniper
I think he's more concerned about other Radeon users. Maybe Valve included some sort of flag to disable this? It's obviously an engine feature, since it was added in the last few half-life patches. (Valve and ATI made some sort of deal, as I recall.) Sniper - Original Message - From

[hlcoders] Trains

2003-01-09 Thread Sniper
guess is no. -Sniper -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Trains

2003-01-09 Thread Sniper
Ahh okay, I was thinking it was linked to an engine function. I didn't look into it much recently. I just remembered someone asking about the issue on here a while ago. -Sniper - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 09, 2003 3:48

Re: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Sniper
Might need to use/change the SetObjectCollisionBox function for all of the monsters. In this function, the pev-absmin and pev-absmax values are set. They're the collision hulls for entities. Your answer should be in that area, I'm guessing. -Sniper - Original Message - From: Jim Hunter

Re: Re[2]: [hlcoders] SDK Licence applies to HL PS2?

2003-01-07 Thread Sniper
Keyword: if Not to mention much confusion [if] a MOD uses the models and the mod authors don't realize they're illegal. Some mods could already be using them now, though. Though this goes for un-released in-development mods. -Sniper - Original Message - From: Vyacheslav Djura [EMAIL

Re: Re[2]: [hlcoders] SDK Licence applies to HL PS2?

2003-01-06 Thread Sniper
I'm not talking about a MOD releasing the models. I mean people extracting them from their PS2 version of Half-Life and sending the models to their friends who in turn send those models to their friends and so on. -Sniper - Original Message - From: Vyacheslav Djura [EMAIL PROTECTED

Re: [hlcoders] SDK Licence applies to HL PS2?

2003-01-06 Thread Sniper
illegal. -Sniper - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 06, 2003 10:42 AM Subject: Re: [hlcoders] SDK Licence applies to HL PS2? Sniper wrote: A lot of people I know have the PS2 versions of the monster models as replacements

Re: [hlcoders] What to do when people blatently steal your code?

2002-12-04 Thread Sniper
-distribute stolen intellectual property for their own benefit. It is a crime and it is shameful. -Sniper - Original Message - From: Vyacheslav Djura [EMAIL PROTECTED] To: Tom [EMAIL PROTECTED] Sent: Wednesday, December 04, 2002 10:20 AM Subject: Re: [hlcoders] What to do when people blatently

Re: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-28 Thread Sniper
That's more of a mapping problem. Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly. http://www.valve-erc.com -Sniper - Original Message - From: Mark Striemer [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, November 28, 2002 7:00 PM Subject: [hlcoders] help

Re: [hlcoders] Simple Question

2002-11-25 Thread Sniper
parse for the ip? haha, I think someone has been coding too much lately. -Sniper - Original Message - From: Alfred [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, November 25, 2002 4:12 PM Subject: Re: [hlcoders] Simple Question status and then parse for the ip. Rat Man wrote

Re: [hlcoders] ERROR: No EXPORT

2002-11-19 Thread Sniper
Should be applied to touch functions also, as I recall. void EXPORT Touch( CBaseEntity *pOther ); -Sniper - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, November 19, 2002 11:12 AM Subject: RE: [hlcoders] ERROR: No EXPORT Paste the definition

[hlcoders] Monster YAW Speeds/Turn Rate

2002-11-09 Thread Sniper
ti4600 and 512mb ram, monsters turn slow. Any help would be appreciated... Rather confusing. Faster Sven Co-op servers let players strafe around monsters with ease. -Sniper ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Monster YAW Speeds/Turn Rate

2002-11-09 Thread Sniper
to replace frametime with the frametime of a game running at 30fps. I'll see how it works out. -Sniper - Original Message - From: Caleb 'Ghoul' Delnay [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 09, 2002 5:56 PM Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate

Re: [hlcoders] Monster YAW Speeds/Turn Rate

2002-11-09 Thread Sniper
turn at the correct speed, regardless of the server's framerate! Wonderful! -Sniper - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 09, 2002 8:10 PM Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate I found out the problem. Their turn

Re: [hlcoders] Monster YAW Speeds/Turn Rate

2002-11-09 Thread Sniper
, and now my Athlonxp2400+. Anyhow, what are your specs / average half-life fps? If it's around 30fps, of course you wouldn't notice this problem! -Sniper - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 09, 2002 10:43 PM Subject: RE

Re: [hlcoders] Monster YAW Speeds/Turn Rate

2002-11-09 Thread Sniper
-frametime in console. 0.035 is for 30fps, 0.01 is for about 120fps (default limit), 0.05 is for 10fps I believe. -Sniper - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 09, 2002 10:43 PM Subject: RE: [hlcoders] Monster YAW Speeds/Turn Rate

[hlcoders] Specific clip entity brush for players

2002-10-28 Thread Sniper
a way to do this, or if it's even possible. It seems possible though... I keep thinking about trigger_multiple/trigger_once entity-brush and their clients only flag. Could someone help me out with this? Thanks... -Sniper ___ To unsubscribe, edit your

Re: [hlcoders] Specific clip entity brush for players

2002-10-28 Thread Sniper
Actually, a monsterclip entity-brush does a full block on monsters. They can't go through it, even if they were pushed towards it's direction. That trigger_push idea might be good to experiment with. Thanks. -Sniper - Original Message - From: Caleb 'Ghoul' Delnay [EMAIL PROTECTED

[hlcoders] Checking for a specific texture on level

2002-10-12 Thread Sniper
I've been wondering, would it be possible to check to see if a map has a specific texture? I'm trying to do this so I can set a value to either true or false. Based on if the map has the needed texture, something can be disabled. -Sniper

Re: [hlcoders] Checking for a specific texture on level

2002-10-12 Thread Sniper
Hmm... I guess you're right. It's possible to read a texture on a brush face (e.g. Opposing Force's barnacle) though... yet that's not really workable. -Sniper - Original Message - From: Josh Coyne [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 6:09 PM Subject