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
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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
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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
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:
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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:
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
Thanks!
Putting the '!' back fixed my issues.
Adam
--- Paul Peloski [EMAIL PROTECTED] wrote:
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http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery
I think Yahn said that if you remove the lines
mentioned
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
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
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
://list.valvesoftware.com/mailman/listinfo/hlcoders
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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
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
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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,
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
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
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