Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-22 Thread Jon Day
] Player HULL vs HIT BOXES Memory and CPU cycles are cheap ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Day Sent: Thursday, January 18, 2007 10:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I'm very

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-18 Thread Jon Day
I'm very interested in finding out how well Dystopia performs with the USE_HITBOXES system as that really does seem like a good way to do it. Could save CPU cycles if the bbox that USE_HITBOXES would compute was instead pre-defined for each animation frame in the actual model/animation files (or

Re: [hlcoders] SteamAppId Update

2006-07-04 Thread Jon Day
So does that mean mods will be able to use a generic appid that will work with whatever Source game a player has? As in, um...maybe that appid will mount a generic GCF that just has the Source engine EXEs and whatnot in it while also mounting the shared Source content GCFs? So we'd literally be

Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-07 Thread Jon Day
I remember reading that article back in the day, and that's actually one of the reasons I didn't worry too much when I upgraded to VS2005. When it didn't work out that way, I just figured it would all be fine soon after. Obviously, soon after didn't mean within a few weeks or a couple of

Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-06 Thread Jon Day
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] In my opinion, this is much more serious of a problem than a lot of people seem to be thinking. I mean, you can't even buy VS2003 anymore (unless it's used), right? So any VS2005 coders out there

Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Jon Day
You don't have to look down the sights in order to aim a gun. Yeah, it's better...for me...and most people. But some people can just hold a gun out and aim without actually looking down the sights. The kind of aiming this person is wanting sounds like it would fit really well in an old western

[hlcoders] Loading of game_sounds txt files?

2005-11-08 Thread Jon Day
Anyone happen to know where in the code game_sounds txt files are loaded? Seems like it's deep within the engine and not in the SDK, but maybe I'm just blind. We're hoping to do something similar to how map specific soundscapes are loaded in SoundscapeSystem::Init(), except for game sounds

Re: [hlcoders] Loading of game_sounds txt files?

2005-11-08 Thread Jon Day
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Day Sent: Tuesday, November 08, 2005 2:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Loading of game_sounds txt files? Anyone happen to know where in the code game_sounds txt files are loaded? Seems

Re: [hlcoders] Loading of game_sounds txt files?

2005-11-08 Thread Jon Day
to folks here and see if we can solve this in a useful way. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Day Sent: Tuesday, November 08, 2005 3:08 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Loading of game_sounds txt files