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>
> --- On Sat, 23/10/10, Tobias Kammersgaard
> wrote:
>
> From: Tobias Kammersgaard
> Subject: Re: [hlcoders] Entity Limit
> To: "Discussion of Half-Life Programming" >
> Received: Saturday, 23 October, 2010, 9:31 PM
>
> I'm pretty s
: Re: [hlcoders] Entity Limit
To: "Discussion of Half-Life Programming"
Received: Saturday, 23 October, 2010, 9:31 PM
I'm pretty sure the concept of Garry's mod isn't under patent.
As Cory said there is no way to up the entity limit on GoldSrc.
- ScarT
On 23 Octob
I'm pretty sure the concept of Garry's mod isn't under patent.
As Cory said there is no way to up the entity limit on GoldSrc.
- ScarT
On 23 October 2010 11:07, Cory de La Torre wrote:
> Not to be rude or anything, but perhaps the community felt the need to act
> that way because of the quali
Not to be rude or anything, but perhaps the community felt the need to act
that way because of the quality of the content you're putting up on moddb. I
mean hey, it's your mod, do whatever you want. But you should understand it
looks like you made the majority of that stuff being on LSD.
Anyways t
Hello, I`m co-creator of mod called "Go-Mod" you can see it here
http://www.moddb.com/mods/go-mod , it has been archived for a while because
community were so stupid, but we decided to continue our work. I send a
email to s...@valvesoftware month ago, but I can`t see response yet so I
decided to as
ivan
Sent: Monday, December 06, 2004 2:54 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] entity limit?
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much hi
Ruari O'Sullivan wrote:
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.
-randomnine-
My experience on hal
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.
-randomnine-
Yahn Bernier wrote:
The engine currently has
6 years x 15 engineers = much code
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Sunday, December 05, 2004 1:06 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] entity limit?
Yahn Bernier wrote:
> The engine currently has this entity li
Yahn Bernier wrote:
The engine currently has this entity limit:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1<
The index is networked as an unsigne
day, December 05, 2004 4:07 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] entity limit?
What its the netcode entity limit?
http://www.totalretribution.com/sourcesdk/hl/te__beaments_8cpp.html#a7
I dont understand this:
g_TEBeamEnts.m_nStartEntity = (start & 0x0FFF) | ((1 &am
What its the netcode entity limit?
http://www.totalretribution.com/sourcesdk/hl/te__beaments_8cpp.html#a7
I dont understand this:
g_TEBeamEnts.m_nStartEntity = (start & 0x0FFF) | ((1 & 0xF)<<12);
g_TEBeamEnts.m_nEndEntity = (end & 0x0FFF) | ((1 & 0xF)<<12);
hee... Its the limit 4095?
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