Hi,
I'm working on an night vision effect and i have a little problem with it.
My NVG effect is rendered using two shader :
* One is a postprocessing effect wich greenify and a little noise to the
sceen. This one work OK.
* Second, wich i have problem with, is a thermal like effect that allow
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I've have never normally witnessed hitbox lagging. Although occasionally
someone gets me just after I've jumped into cover, or so it seems; perhaps I
was still sticking out :P
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i would email teddy - or ask him over irc #dystopia
ausirc.net - i think he would be the person to ask
about texture overrides
--- Olivier Chatry [EMAIL PROTECTED]
wrote:
Hi,
I'm working on an night vision effect and i have a
little problem with it.
My NVG effect is rendered using two
I've not had any probs with hitbox latency, the unlag and
interpolation works smoothly even at high pings.
There are some huge problems for melee code, as there seems to be bit
prediction errors when you get upu close to another player, but for
ranged hitscan attacks it's fine.
Teddy
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Dear Adam,
I'm actually not experiencing the same problem as the Video's one.
I mean my blur filter doesn't seem to be applied on my bloom effect.
See the difference between a blurred render of
this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.
On 10/6/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
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Sounds like traditional lag to me...
Aditya Gaddam wrote:
this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.
On 10/6/05, Dan Stevens (IAmAI) [EMAIL
No,
It's network latency.
If server-side lag compensation is enabled, then the server will be looking
at where you were at the time your enemy fired at you *on his machine*,
no where your client says you are right now *on your machine* (which is
only a client-side prediction).
The total latency
I have to ask... are you taking into account the fact that bullets go
through walls, and through your cover? The AWP can shoot 44 units
through a solid wall. There's a good article in the wiki that lists all
the weapons' penetration capabilities.
Tom Edwards wrote:
Sounds like traditional lag
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I dont think the problem we're talking about is lag - even without any lag
we have to shoot in FRONT of a running player instead of shooting ON him.
From what I read it is probably because the server is not looking *on his
machine* - but thanks
That doesn't happen in DOD as far as I know, plus Michael's post. :-)
Spektre wrote:
I have to ask... are you taking into account the fact that bullets go
through walls, and through your cover? The AWP can shoot 44 units
through a solid wall. There's a good article in the wiki that lists all
Hello,
the problem is the hitbox calculation...
When you strafe left, your hitbox get out of the model on the left side...
So when you shoot there is no fligth time calculation...
When you now move foreward and stop on an wall to get cover than your hitbox
can stay before the wall as result as
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Yeah - and this is normal in the Source prediction system. In CSS the server
is calculating the collision with a bullet knowing that the client is laging
a bit behind, and you have to shoot directly on the other player. So there
is no bug in
They re-sync when you shoot http://media.putfile.com/SourceHITBOX82.
It doesn't happen all the time for obvious reasons...
Andrew Foss wrote:
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
the hitboxes move faster than the player, unless you're shooting at
them, at least
Hello,
i think:
when i see an player strafing to the left side, than i shooting left before
the player (becouse the bullet flight time)
BUT when the player stops i have ca 0,5 - 1 second to shot left before the
player becouse the hitboxe is dont moved back over the player in this range!
I think
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Again, here's some video evidence that hitboxes are fine at the moment.
http://media.putfile.com/SourceHITBOX82
http://media.putfile.com/DODSHITBOX
http://media.putfile.com/hitboxdod
Maybe you played about with your interpolation settings
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The beta is available now for people to take a look at the update coming
to Steam that changes the look and feel to accommodate more games. If
your MOD is in the list, take a look at the text and
Erik,
Thank you and the rest of the guys at Valve.
This new STEAM UI is really slick, IMO.
Erik Johnson said:
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The beta is available now for people to take a look at the update coming
to Steam
Erik,
Spotted a buglet already - 3rd Party Mod names are being truncated by
one one character (last character is missing).
Erik Johnson said:
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The beta is available now for people to take a look
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What do we do if we have an active goldsource and source version of our mod
(Battlegrounds)? Having screenshots of both would look kind of confusing,
though having 2 BG things on the games list would be a bit inpractical :/
I'll go nag the
New UI looks ok, except it crashes Cedega if I try clicking on
anything. Looks like I won't be on Steam again for a while :[
On 10/6/05, Draco [EMAIL PROTECTED] wrote:
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What do we do if we have an active goldsource and source version of our
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You could do what we've done in the same case, and change the name of
the Source version.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent:
Lookin' good.
Erik Johnson wrote:
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The beta is available now for people to take a look at the update coming
to Steam that changes the look and feel to accommodate more games. If
your MOD is in the
If you have 2 monitors like me and put steam on the second monitor
when you want navigate on the menu the menu popup on the first monitor. This
is not really usefull,add this new bug!
Can we put our custom mod logo now on this steam?
- Original Message -
From: Erik Johnson [EMAIL
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This is pretty good lookin! I LOVE IT!
On 10/6/05, Sylvain Rochette [EMAIL PROTECTED] wrote:
If you have 2 monitors like me and put steam on the second monitor
when you want navigate on the menu the menu popup on the first monitor.
This
is
These are my thoughts on the Steam UI update, for what they are worth.
Bugs:
- As Micheal Hobson says, the last letter in some mod names are cut off.
- Some games have squares in the Update column instead of a News link.
- More then half of the last game on the list can be covered up by the
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Can you add items like this to the Wiki page here:
http://developer.valvesoftware.com/wiki/UIBugs
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Another good option will be to have the posibility to remove the game you
dont want. Like a Hide Game or someting.
- Original Message -
From: Jorge Rodriguez [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, October 06, 2005 6:16 PM
Subject: Re: [hlcoders] Steam UI
does it still have the monitor page?
or is that gone now.
Kingsley
Jorge Rodriguez wrote:
These are my thoughts on the Steam UI update, for what they are worth.
Bugs:
- As Micheal Hobson says, the last letter in some mod names are cut off.
- Some games have squares in the Update column
I started a suggestion list on the discussion page. You should add it to my
list.
http://developer.valvesoftware.com/wiki/Talk:UIBugs
Quoting Sylvain Rochette [EMAIL PROTECTED]:
Another good option will be to have the posibility to remove the game you
dont want. Like a Hide Game or someting.
I like the percentage by the games better.
Kingsley Foreman wrote:
does it still have the monitor page?
or is that gone now.
Kingsley
Jorge Rodriguez wrote:
These are my thoughts on the Steam UI update, for what they are worth.
Bugs:
- As Micheal Hobson says, the last letter in some
Erik Johnson wrote:
Can you add items like this to the Wiki page here:
http://developer.valvesoftware.com/wiki/UIBugs
Oh yeah! Sorry, I'll do that now.
--
Jorge Vino Rodriguez
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The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html).
On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote:
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The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html
On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote:
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Ooops, wrong thread!
On 10/7/05, Teddy [EMAIL PROTECTED] wrote:
The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html).
On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote:
yer I just noticed that :)
thats pretty cool
Kamran wrote:
I like the percentage by the games better.
Kingsley Foreman wrote:
does it still have the monitor page?
or is that gone now.
Kingsley
Jorge Rodriguez wrote:
These are my thoughts on the Steam UI update, for what they are
sv_showhitboxes dosen't show the hitbox interp or prediction, it's all
explained here:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
On 10/7/05, Andrew Foss [EMAIL PROTECTED] wrote:
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
Not wanting to log in, I have another bug. Little odd, but here goes...
I started up steam with the new UI, no problem. Then I moved from the
expanded view, to the shortened view. When I did, I got a list under
Installed that has the following games listed.
CS:S
DOD
DOD:S
HL
*here is the weird
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Little more on this... I can get this to happen by going to the expanded
view, starting a game (any one) from the list, when I get back to
desktop, my steam looks like that.
-TheJointChief
last
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Ahahaha, I just opened up the menu aswell and the same thing happened to me.
On 10/7/05, stalker333 [EMAIL PROTECTED] wrote:
Not wanting to log in, I have another bug. Little odd, but here goes...
I started up steam with the new UI, no
The content that was making up the store area of the new UI was actually
pointing at the wrong place (for people outside of Valve). This should
be updated now, so you'll see the new content.
The individual MOD areas of the (now updated) site show the screenshots.
-Original Message-
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And the skin does not fit in so well with the rest of the skin.
On 10/7/05, Benjamin Davison [EMAIL PROTECTED] wrote:
Some of the dates are wrong.
Plan of attack was release in 2002?
On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote:
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Some of the dates are wrong.
Plan of attack was release in 2002?
On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote:
The content that was making up the store area of the new UI was actually
pointing at the wrong place (for people outside of
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Spam, also it is saying I don't own CS:S and other games.
On 10/7/05, Benjamin Davison [EMAIL PROTECTED] wrote:
And the skin does not fit in so well with the rest of the skin.
On 10/7/05, Benjamin Davison [EMAIL PROTECTED] wrote:
Some
You'll have to restart Steam to see this.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: Thursday, October 06, 2005 5:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam UI Update
The content that was making up the
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I have, what I mean is.
The colors clash with the new skin, for example white and turquoise with red
and grey, does not mix that well IMO with the green and grey of steam.
I think the older color schemes from the store suited steam better.
But
You should post this stuff on the wiki page. There's a nitpick section that
color issues would fit into well. I'm not nitpicking your nitpicks BTW - I put
up most of the ones that are there already :^)
Quoting Benjamin Davison [EMAIL PROTECTED]:
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Thanks for those cool videos. I find that amazing personally =D.
I guess I was just seeing myself farther than when the MG's gun was
actually fired.
Thanks again for clearing it up,
Aditya
On 10/6/05, Benjamin Davison [EMAIL PROTECTED] wrote:
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