[hlcoders] Whats the best way to make an ORB Effect?

2007-01-16 Thread Mukkan Yhti
I want to make a sphere effect (orb) but I am not sure as to what would be the best way to go abouts doing this? What if I created one single very large particle; would that be sufficient? (probably not) Thanks, Mukkan _ Express

[hlcoders] Asserts thrown when trying to debug debugging in VS2003

2007-01-16 Thread Richard
-- [ Picked text/plain from multipart/alternative ] Hi, I’m trying to debug my mod to find out why it crashes when a 2nd player joins, but keep getting a bunch of asserts thrown. Should I expect this, or does it mean things aren’t right somewhere? I get one assert before I even get into the

Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery I think Yahn said that if you remove the lines mentioned here, it fixes jittery NPCs in demos? On 1/15/07, Nate Nichols [EMAIL PROTECTED] wrote: I put up a

Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Nate Nichols
Paul, That completely fixed it, thanks a lot for the pointer. I was thinking/hoping it would be an easy fix. I should've thought to check the SDK Known Issues. Thanks again. Best, Nate On 16/01/07, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ]

RE: [hlcoders] Asserts thrown when trying to debug debugging in VS2003

2007-01-16 Thread Mike Durand
Yes, those asserts are a known issue. The community has documented them here: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Sent: Tuesday, January 16, 2007 3:12 AM To:

RE: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-16 Thread Mike Durand
Not yet. I've got something else ahead of this one. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Micheals Sent: Thursday, January 11, 2007 9:50 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] gpGlobals NULL pointer crash on

Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Adam \amckern\ Mckern
Thanks! Putting the '!' back fixed my issues. Adam --- Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery I think Yahn said that if you remove the lines mentioned

Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Vitaliy Protasov
Yea, I'm still didn't earing about any solution to fix out that buggy anims... A lot of time travel off from August... So Valve must looking at that problem and add somewhere // TODO : Cause that's not a deal!!! :( Where are you? Yahn, Jay, Mike... Thanks. -- Vitaliy Protasov. Nate Nichols

[hlcoders] Placing Light Sources during Game Play.

2007-01-16 Thread Mukkan Yhti
I need to create a light source while in game; I have been looking at lightglow.h and this looks like it will be a good idea. Although; if I could find where the Flashlight source code is in the SDK; I am slightly stumped as I found it a few months back but have no idea where... :\ If anyone

RE: [hlcoders] Asserts thrown when trying to debug debugging in VS2003

2007-01-16 Thread bloodykenny
If any of the asserts you get are not in that list, please add them to the list, or if you are unsure, reply with more specifics here. Or alternatively file a zilla, like I just did with http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=98 ... At 2007/01/16 01:05 PM, Mike

RE: [hlcoders] Placing Light Sources during Game Play.

2007-01-16 Thread Ben Everett
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Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Nate Nichols
Vitaliy, Are you saying that removing the ! as per the wiki instructions didn't fix your jittery animations? Nate On 16/01/07, Vitaliy Protasov [EMAIL PROTECTED] wrote: Yea, I'm still didn't earing about any solution to fix out that buggy anims... A lot of time travel off from August... So

Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Adam \amckern\ Mckern
Its removed by default in the ep1 code - i had to add it back for it to fix/work Adam --- Nate Nichols [EMAIL PROTECTED] wrote: Vitaliy, Are you saying that removing the ! as per the wiki instructions didn't fix your jittery animations? Nate On 16/01/07, Vitaliy Protasov [EMAIL

[hlcoders] RE: Player HULL vs HIT BOXES

2007-01-16 Thread Niclas
-- [ Picked text/plain from multipart/alternative ] I still cant get it to work. I put: CollisionProp()-SetSurroundingBoundsType( USE_HITBOXES ); at top of the CHL2_Player::Spawn() function. And in CHL2_Player::TestHitboxes(...) all I have is this line: return BaseClass::TestHitboxes( ray,

RE: [hlcoders] RE: Player HULL vs HIT BOXES

2007-01-16 Thread Jay Stelly
That sounds right. Use third person and the visualization code to check it: thirdperson Ent_bbox player (this will show you the bbox/collision hull) Ent_absbox player (this will show you the surrounding bounds) Sv_showhitboxes 1 (this will visualize the hitboxes) Is the absbox correctly

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-16 Thread Teddy
Thanks Jay, I did some measuring, and it had very little impact on performance. It turns out, near misses are pretty frequent (must be those 30 raytrace/sec weapons)! Nic2: Try putting the call to SetSurroundingBoundsType at the end of the spawn function, just in case something in the