If you google, make vpk
you'll find a bunch of tutorials. This video looked helpful
https://www.youtube.com/watch?v=P3ILjexx0cE
On 4/1/2015 5:01 PM, Gavin Isgar wrote:
Hey guys, im back again! I'm having trouble figuring out how to make
vpk's to use for sounds for my mod and how to convert the
to be repeating the decals over the entire triangle.. instead
of just putting 1 decal like it's supposed to.
It seems to only happen on some of our models and only for models that
ARE NOT prop_statics..
Thanks,
Minh
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I hear this process is real popular with the ladies...
On 5/23/2012 8:19 PM, Sander van Noort wrote:
I'm also getting this problem (in both 2007 and alien swarm) and
hacked my way around by uncommenting SteamAPI_Shutdown in
CHLClient::Shutdown.
It then exits the CNet Encrypt:0 thread
You can try spitting out the results to a file so you can observe the
hitch more closely.
Look for a function called COM_Log
COM_Log ( viewangle_hitch.txt, %.2f %.2f %.2f \n, viewangles.x,
viewangles.y, viewangles.z );
On 3/1/2012 3:55 AM, Craig Louie wrote:
Thanks for the reply Saul. I
cool, thanks for uncovering that bug!
I usually use LX, LY, LZ to extract root motion from the animation so
that may be why I've not seen it in any of my animations.
On 23/10/2011 5:38 AM, Maxime Lebled wrote:
Hello again,
I found the cause of the problem yesterday. A single sequence that
Hey Max,
That's an interesting phenomenon you've noticed. I've not taken a
look at any TF2 anims closely but i've not noticed this in any of the
animations I've done for our game.
This is an idle animation in HLMV (sdk 2007 version)
http://www.youtube.com/watch?v=kHYTQVuIHk0
This is the
don't agitate him :)
We don't want him to take his Skills game to Indiana Jones.
On 8/18/2011 10:02 AM, Psy_Commando wrote:
Are you a bot ?
On Thu, Aug 18, 2011 at 8:12 AM, Aaron Johnson
ajohnson2...@comcast.net mailto:ajohnson2...@comcast.net wrote:
please tell me your geniuses with
I remember seeing such a pack on www.turbosquid.com
It wasn't free though so I hope you have some mad cheddah to spend.
On 12/4/2010 9:18 AM, Phlox wrote:
I haven't had any luck finding a pack with animations in it relating to
regular social activities. I plan to implement a Sims-style game
in Siberia?
Date: Mon, 30 Aug 2010 10:12:22 -0700
From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?
You might wanna try Valve (Siberia)...
On 8/30/2010 6:35 AM, WRNM wrote:
Hey guys,
I don't really know
now in FixKorea?
Unfortunately, yes.
On 8/31/2010 6:23 AM, WRNM wrote:
Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh Le' now
in FixKorea?
Richard
Date: Tue, 31 Aug 2010 00:41:29 -0700
From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re
You might wanna try Valve (Siberia)...
On 8/30/2010 6:35 AM, WRNM wrote:
Hey guys,
I don't really know if this is the right place or not but I'm wondering if
Valve provides any chances for internships?
I am currently a sophomore student majoring in Math. I can do some programming
but
I believe you have to set
m_takedamage = DAMAGE_YES;
in your entity, or else OnTakeDamage won't get called
Jorge Rodriguez wrote:
Got me. I think there's a flag somewhere that turns OnTakeDamage on and off.
Look around in the base entity damage functions.
If I remember correctly, you need to put the word 'activity' in front of
ACT_SHOTGUNNER..
So the full line should look like
$sequence shotgunner shotgunner loop fps 30 activity ACT_SHOTGUNNER 1
I'm positive this is how Source engine works.. I just forgot if this is
how Goldsrc did it...
We actually managed to do a vehicle implementation that made the
controls strictly client authorative. Basically, the driver of the
vehicle gets his own vphysics object created and he controls it on his
client machine, and passes the origin and angles to the server.
The server then passes that
...
Saul Rennison wrote:
All objects are interpolated I think... the problem is the client
could send bogus origins and result in hacking. Never trust the
client!
On Sunday, January 24, 2010, Minh minh...@telus.net wrote:
We actually managed to do a vehicle implementation that made
Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders?
/me takes a cold shower
Saul Rennison wrote:
Minh Le? THE Minh Le? :O The original creator of CS?
On Sunday, January 24, 2010, Minh minh...@telus.net wrote:
Yea, that's definitely an issue.. but if the server did
Whenever I play on TF2 servers or CoD4 the server admins are constantly
booting players with high ping because they feel it puts a load on the
server and makes it slow for the rest of the players. Is this true? and
can someone explain why?
___
To
- so I guess anyone with a ping over that could cause
problems - not sure whether that would favour the lagger or the shooter
though.
garry
On Tue, Oct 13, 2009 at 10:48 AM, Minh minh...@telus.net wrote:
Whenever I play on TF2 servers or CoD4 the server admins are constantly
booting
for a response
from players with low ping the game would be unplayable!
- Jay
Quoting Minh minh...@telus.net:
Whenever I play on TF2 servers or CoD4 the server admins are
constantly
booting players with high ping because they feel it puts a load on
the
server
all the guns
with
models for each time the hands need to change.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: Tuesday, October 06, 2009 1:19 AM
To: Discussion of Half
Lots of games still use view models. CoD4, Gears of War, Medal of Honour
Airborne., Battlefield series, FarCry2, etc..
The only game that I recall that doesn't use view models is OP Flashpoint.
The huge advantage of using view models is that it allows the animator
total freedom to use whatever
This should work.. We do this for several of our entities and we get the
behaviour as expected. Make sure something else isn't stamping out the
collision group after you set it to COLLISION_GROUP_PLAYER_BLUE
I tried doing this by defining COLLISION_GROUP_PLAYER_BLUE and
This method won't work if your animations are in-place (ie. the
animations are within a predefined bounding box).
You could get a bone position (spine bone perhaps) and save that, and frame
by frame compare the distance the bone traveled to get a velocity from that
and apply it to the
and instead having the animation playing without the player actually moving
around, and then update his position at the end of the animation to wherever
the player has ended up moving. This might be prone to penetration errors
though.
I wonder if this is how the zombies in L4D do their
does anyone know what advantages the .dmx format has over smd?
Jed wrote:
I would be very surprised if the compiler doesn't still support SMD
for legacy reasons.
Suppose I better brace myself for the inevitable flood of emails
asking me when I'll add DMX support to my plug-ins...
- Jed
You can try increasing the Error Tolerance for the velocity, angles, and
origin. You can set the error tolerance in the network tables.
Joel R. wrote:
Prediction doesn't stop the server from sending you updates, because if your
clientside values go out of range you have set, it snaps to the
I uploaded a picture of how i made my car's collision model.
http://www3.telus.net/public/a6a91102/car_bbox.jpg
it's really simple and the picture is self-explanatory. If you're still
confused, you can send me your model and i can take a look at it. I'm
assuming ur using 3dsmax.
cathal mc
declaration of 'CBaseGrenade'
Fixed the old compile problem but now i have a new one. the base is
having a problem somewere, this is bacic obcode.
Minh wrote:
your network datatables are not matching on the client and server.
Make sure you have a corresponding RecvProp (in the client
your network datatables are not matching on the client and server.
Make sure you have a corresponding RecvProp (in the client table) for
each SendProp (in the server table)
Joshua Scarsbrook wrote:
Hi
When i try to start the first map in hl2ep2 on my mod i get this in the
console
ouch, u should consider setting up an SVN repo.
Nick wrote:
Please, everyone backup your mod data to different hard drives. It was
a western digital btw, only 7 months old.
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If a player A is not in the Potentially Visible Set of Player B (ie.
both players are in a different room far away), does player A's network
data get sent to player B (and vice versa).I was told that it
doesn't but I need to be 100% sure on this.
I'm making a seperate room that's fully enclosed and not a part of my
main level. The seperate room is basically a firing range with moving
targets, that I spawn players into when they're dead.
I just want to make sure that the players in there, and the moving
target entities (which are
yea, I was just gonna make seperate fully enclosed rooms for each
player.. I hope they don't hear each other.
Jorge Rodriguez wrote:
Sure, they'll be completely isolated. Also you could make ShouldTransmit
make the firing range players invisible to other firing range players as
well. (With
The first crash seems really odd. Are you sure you have any symbols
loaded (make sure your minidumps are in-synch with your .dlls) Maybe you
can show us a screenshot of the callstack.
Actually, if you could paste out the entire callstack for the rest of
your crashes, that would be helpful.
Has anyone encountered the following crash in the engine.dll ?
CColorMeshData *CModelRender::FindOrCreateStaticPropColorData(
ModelInstanceHandle_t handle )
{
..
..
Assert( modelloader-IsLoaded( instance.m_pModel ) (
instance.m_pModel-type == mod_studio ) );
studiohwdata_t
, Minh minh...@telus.net wrote:
Has anyone encountered the following crash in the engine.dll ?
CColorMeshData *CModelRender::FindOrCreateStaticPropColorData(
ModelInstanceHandle_t handle )
{
..
..
Assert( modelloader-IsLoaded( instance.m_pModel ) (
instance.m_pModel-type
Has anyone tried to increase the max cubemap resolution of 256x256?
We're running into some ugly ass large glass windows that look terrible
because of the low cubemap resolution.
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:57 PM, Minh minh...@telus.net wrote:
http://www3.telus.net/public/a6a91102/1.jpg
I think I'm gonna try splitting the glass up and using more cubemaps...
Matt Hoffman wrote:
Interesting idea but it sounds like you could better accomplish this with
multiple cubemaps on smaller
- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
DAE/FBX for God's sake. You'll find you don't need us to make SMD
support for every 3D
I think that project is defunct. Apparently making a better hammer is harder
than just saying Let's make a better Hammer
- Original Message -
From: Ryan Sheffer darksk...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, July 23, 2009 8:10
I don't think addressing these concerns would hurt their profits at all.
I imagine many of the folks at Valve are aware and in fact, would like to
fix these issues but they choose to prioritize their time on other things.
We don't even know what they're working on these days so it's hard
that you
have to do from the start, so you know that whatever you changed last
caused a leak - rather than later.
The built in _CRTDBG_MAP_ALLOC stuff has worked for me in the past,
when I had no idea where the hell the leak was coming from..
garry
On Mon, Jul 6, 2009 at 2:22 AM, Minh minh
I was wondering what tools you guys use to track memory leaks. I've
tried using a program called Glowcode and it's not terribly helpful as
it doesn't exactly pin point the offending areas of code. I looked at a
program called DevPartner which my friend really recommends but it costs
$2000..
look at
base_playeranimstate.cpp
or
sdk_playeranimstate.cpp
More specifically, you want to look at
CalcMainActivity()
That function decides which animations to play based on certain conditions.
Be warned, it is quite confusing.
Christian Rieß wrote:
Hm, I can only find those commands in the
All of this is very possible. If you want to make a blood fountain
shooting out of his head, the best way to do it is to attach a spray
emitter and parent it to his head. You can attach entities to certain
parts of the player by using a SetParent()
If you want to spray blood on the walls
Will my model's LOD work if I place a model in my skybox? How does it
compute the distances? multiply them by 16?
Perhaps my skybox models shouldn't even have LOD levels... I'm just
curious what would happen if they did. Anyone try this ?
___
To
why don't you do it.. and then report back to this mailing list.
muhahaah
Jorge Rodriguez wrote:
I've always wondered about this myself actually. Why don't you make a simple
prop with a couple different levels that are different in obvious ways and
stick a couple of them at different distances
oh for god sakes.. im just gonna test it right now.. be back in 10 minutes
Jonas 'Sortie' Termansen wrote:
Usually models in the Skybox is relatively simple, the LOD will not give any
performance gain, or even make it worse, if the models are not complex
enough.
- Original Message
$scale .0625
.
$lod 6
{
replacemodelexcavator-1excavator-1_LOD1
}
$lod 16
{
replacemodelexcavator-1excavator-1_LOD2
}
I took screenshots so peeps would believe me
http://www3.telus.net/public/a6a91102/test9.jpg
http://www3.telus.net/public/a6a91102/test90001.jpg
Minh
Are you sure you can even get 3d models on the VGUI in HL1dm ?
Goldsource engine uses a different VGUI implementation and I don't
recall it having the ability to render 3d models on it.
Neuwirth Christoph wrote:
Hello
I?m trying to load a model on a VGUI Panel. I found an article for that
Christian Rieß
Original-Nachricht
Datum: Wed, 13 May 2009 12:03:03 +0900
Von: Minh minh...@telus.net
An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Betreff: Re: [hlcoders] Modifying the Animation System
take a look
I think the error message speaks for itself.
Check class declaration for CBaseGrenade and make sure there's a
virtual int OnTakeDamage_Alive( )declared in the class declaration.
It might have gotten deleted by accident.
Yaakov Smith wrote:
Error 2 error C2039:
take a look at
baseplayer_animstate.cpp
sdk_playeranimstate.cpp
those two files contain all the information you'll need to know. I
suggest you print them both out and read them OVER AND OVER AGAIN. It
took me a couple weeks to fully understand how it all worked. The
animation system is really
way. You wouldn't be able to properly do
animations damage view smoothing, view limiting, etc.
Minh: Copy of the driver variables for each passenger. Which driver
variables, any that specifically state driver and the such? And functions?
Also, when I _attempted_ to test the vehicles (After
I managed to get mulitple passenger vehicles to work fairly easily
by extending the existing code. I just made copies of the driver
variables for each passenger. It was fairly trivial to do. Getting that
to work is the least of your concerns as using vehicles in multiplayer
in the
Are you referring to the number that goes after the initial comma?
That value refers to the number of bits it will use to transfer the
data. Always try to use the fewest bits possible as it optimizes network
communication.
So for example.. if your variable m_iMental rangers between 0 and 100.
...@list.valvesoftware.com] On Behalf Of Minh
Sent: Sunday, April 26, 2009 6:23 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can
they be
removed?
Wait, how do we know he knows how to do it. He just put up a picture
saying it can be done
Wait, how do we know he knows how to do it. He just put up a picture
saying it can be done..
Off topic. I think it's lame how Apple has to throw it's branding all
over the place..
Ryan Sheffer wrote:
Way to know the answer but beat around the bush.
Skidz (Ryan)
On 26-Apr-09, at 14:19,
Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Le
Sent: Sunday, 29 March 2009 1:34 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Model Entity attached to play
I think the difference between
i think it's modified via
cl_bobcycle
cl_bobtime
do a search for those variables and you can remove their effects
Steve Henderson wrote:
Does anyone know how to stop the delayed, floating effect of help
weapons (in the view model) when moving or rotating the player?
I have a vgui_screen
Are you using SetParent?
I've attached entities to my player via SetParent and they don't
jitter at all.
Olly wrote:
Is it predicted and you didn't write a client side version? or the client
side version isn't the same
2009/3/27 Dan Clark lnx...@gmail.com
I am trying to attach a model
I sometimes use models that are more than 20 convex pieces. Would it be
more efficient if I broke those models up into smaller models? So if a
traceline hits one of the submodels, it only has to check that model's
group of convex pieces.
Jay Stelly wrote:
It's compiling each face as a
Have fun with UnrealScript. I heard it's really safe and bug free.
and somehow, I don't think Valve would ask ANYONE of us to return to
this list.. I don't think they need the extra work...
Nick wrote:
As a loyal valve customer, and someone who thinks Valve is a good
company but sometimes
I guess Tony forgot to hand over his personality before he got his
serial# stamp on the back of his head and joined Valve :)
Tony, don't you know as an official Valve employee.. you're supposed to
ignore us when we really need your help. I'm starting to wonder if you
even work there.. you
or you can just use Vphysics :)
Jorge Rodriguez wrote:
Ragdoll and solid body physics (like weapons falling on the ground) is
possible in *Source *if you import a physics library and send all of the bsp
data available through the pm shared data into it, but the ragdolls will
look terribad
than moved? (The difference being, the client would not see the entity
flash through any positions between the two points)
Thanks.
-Skyler
On Wed, Jan 21, 2009 at 8:16 PM, Minh minh...@telus.net wrote:
oops, yea, you're right .. this would f' that up.
You can try looking
I've been playing around with the particle editor trying to find an
option that will nullify my particle's rotation when it hits a surface
but I can't seem to find the right option (if there even exists) to do
such a thing.
Basically, it's a particle effect simulating an exploding
Look for a function called
OverrideMouseInput( float *x, float *y )
I use this function to nullify my mouse movement and it will solve your
problem just fine. I think there's an example in the SDK on how to use it.
It's really trivial to use. To negate mouse movement, I just go
*x *= 0;
*y *=
this nix that?
~~Chris Drouin
On Jan 21, 2009, at 7:29 PM, Minh minh...@telus.net wrote:
Look for a function called
OverrideMouseInput( float *x, float *y )
I use this function to nullify my mouse movement and it will solve
your
problem just fine. I think there's an example
Got a question regarding studiomdl model info.
If i click on the 'Model' tab in studiomdl, I get the following readout
Total bones: 10
HW Bones: 1
My model has 10 'pseudo bones' that I'm using (they don't have any
vertices attached to them). I'm just using them to help me define
attachment
Yea, I was just curious what the difference was between
Total Bones
HW Bones
I guess I can just compile two versions of the mdl and run a FPS benchmark
Jorge Rodriguez wrote:
Minh,
If you are planning to have 1000 of these moving around all at the same time
then yes. Otherwise no.
If you
Why don't you use trace_hulls to detect if the flames are hitting
something. You could periodically fire off a raytrace every X seconds to
mimic the flames movement.. This wouldn't be as accurate as detecting
each particle but I imagine it would work for a flamethrower. I'm
assuming the
Isn't the Source SDK free? All you need to do is download Steam and you
can get the SDK for free.. so theoretically, if the SDK source code is
freely available via Steam, would it really be that bad if snippets of
the SDK source code were made available on a website?
James Luzwick wrote:
Can
Yea, I can say firsthand, that working in Asia, there are A TON of game
development companies here and from dealing with them, the only reason
they opt to use the Unreal engine is because it is well documented and
even taught in many game schools here. There's over a dozen FPS games
here in
If you're just starting your mod, I see no advantage to using the EP1 base..
I'd recommend the OB base since it has a lot of enhancements.
Steve Henderson wrote:
Keeping the dream alive, here's another fundamental question --
should our efforts focus on EP1 or OrangeBox?
On Wed, Jan 14, 2009
If you want to save the planet, why don't you just recycle more.. and
get your neighbours to do the same..
oh , and solve that whole world peace thing.. but hey, only if you want
to.. you can do it!!
botman wrote:
Nick wrote:
If you want a car...why dont you just create one with metal?
Do you use the Hammer auto-save feature? I think it's turned on by
default but you might want to check your options.
Aditya Gaddam wrote:
I actually don't see how a general overview could really help other than
maybe the first few steps. And with the source engine, those first few steps
are
I've run into this limit myself and as far as I know, the only way to
bypass it is to modify the engine (something not available thru the
SDK). I have spoken with some people who have access to the engine and
have succesfully upped the limit, so I know it is possible.. but you
just need an
would improve compile times at all. Most
of
the
compile times is just crunching numbers, not read/write. Cannot remark
on
the coding aspect though.
On Sun, Dec 7, 2008 at 2:56 PM, Minh [EMAIL PROTECTED] wrote:
Hope this isn't too off topic but I'm considering purchasing an
Intel
look in sdk_gamemovement.cpp
There's a function.. I think it's called ::Jump()
or something with the word jump in it.. but I'm sure that's where you'll
need to modify your code to make the player jump higher.
- Original Message -
From: [EMAIL PROTECTED]
To:
sorry, it's in gamemovement.cpp
The function you want to modify is
bool CGameMovement::CheckJumpButton( void )
- Original Message -
From: [EMAIL PROTECTED]
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, December 09, 2008 8:13 PM
Subject: Re:
Hope this isn't too off topic but I'm considering purchasing an Intel
X25-M SSD drive in hopes of improving my compile times and general coding
experience (I do a lot of stop/edit debugging and constant searching in
files).
Does anyone have any experience using SSD drives? Is it
I have done the melee combo system you described and Source engine
handles it quite well. All animations can be specified to blend between
each other by specifying a blend time (in the .qc file). Your animator
would have to ensure each animation begins and ends in roughly the same
spot to
hmm. interesting dilemna. I imagine it must be hard for the VAC
developers to determine what scripts/plugins are considered cheats and
which are not. So were the EventScripts the only plugins you were
running at the time?
Michael Barr wrote:
Hey guys,
I'm seriously worried that VAC is
actually, are you sure it loads all 5 skins into memory? I thought it
only loads the skin that you select.. ie. if your map only uses 2 of the
5 skins for a particular prop object, then won't it just load those two
that were used on the map?
Jonas 'Sortie' Termansen wrote:
Hey, the way I
on the topic of batches.. I was one under the impression that it's not
worth LOD'ing your model if it's less than 250 polygons, since anything
below 250 will equal 1 batch.
But when I had fifty instances of an object with 250 polygons.. and then
I reduced the object down to 50 polygons.. I saw
Kevin's tool actually has distributed computing (much like the
bally-hooed VMPI, which is unavailable to us peons)
I tested it and it works quite nicely. Saves a buttload of time if you
have a spare computer or two to help compile your map.
Matt Hoffman wrote:
What's wrong with compiling
whoa.. People still use ICQ ??
if you are interested, mail me at: gr3ml1n 'AT' gmail 'DOT' com or contact
me via ICQ: 93246350
regards,
Daniel aka WickedGremlin
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on a slightly unrelated note, Does anyone know how to lengthen the call
stack after a crash? Sometimes, my game will crash and leave me with a
really lengthy (helpful) callstack and sometimes, it just leaves me with
the last 2 or 3 calls.. which makes debugging really hard.
How is the length
here's a tuff one. How do you find out if a point is underneath/behind
terrain (ie. displacement ) ?
Gayan Ediriweera wrote:
I don't think you can use traces because the map enclosure isn't
necessarily a convex shape. So you could imagine a point where a trace
in any direction would hit
--
[ Picked text/plain from multipart/alternative ]
network tables are meant to synch data between server and client w/ the
Server being the authoritative entity. I don't think they will help you send
data FROM the client --- Server
Network table traffic is always server --- client.
If you want
--
[ Picked text/plain from multipart/alternative ]
right, that problem with the weapon models in the players crotch would
require a simple recompile of the models but he also wanted the view models
to be flipped to the right side, and that I believe would require some new
code.
I'm not aware of
--
[ Picked text/plain from multipart/alternative ]
oh really? odd, I dont recall seeing such a thing. I never did look deeply
into the weapon_XXX.txt script files..
Maybe someone could verify this for us/him.
- Original Message -
From: Jorge Rodriguez [EMAIL PROTECTED]
To:
CS Source has code to flip the models cuz by default the models are left
handed (you'll see this if you open them up in HLMV).
And the reason the models are showing up in the players crotch is because
you cant combine cs source weapons with hl2dm characters without modifying
some code.
I believe
--
[ Picked text/plain from multipart/alternative ]
also try typing
cl_showents 1
to make sure the entity shows up in the list of entities currently in the
world.
- Original Message -
From: John [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, February 18, 2008 12:17
--
[ Picked text/plain from multipart/alternative ]
You could try using UTIL_TraceHull. I've used it succesfully to implement my
dynamic spawning feature. Basically all you have to do is
UTIL_TraceHull ( vecChecPoint, vecCheckPoint, VEC_HULL_MIN, VEC_HULL_MAX,
MASK_SOLID, pIgnoreEntity,
--
[ Picked text/plain from multipart/alternative ]
Yea, you definately want to merge YOUR code to Valve's code.. not the other
way around.. unless you think you've written more code than what Valve has
written since EP1.
- Original Message -
From: Cale Dunlap [EMAIL PROTECTED]
To:
--
[ Picked text/plain from multipart/alternative ]
True, but a lot of mod developers with far less motivation than you or I,
love having these easy to follow tutorials because they basically spoon feed
them all the information. It saves them the time of labouriously going
through the tutorials on
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Can anyone point me in the right direction of how to either move the
player's weapon model when zoomed in, or to simply hide it? I've tried
things like setting the EF_NODRAW effect flag, but that prevents the
weapon from firing or receiving
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yea, Jorge is correct in this regard.
frame 9 15
means the animation consists of frames 9 - 15
- Original Message -
From: Jorge Rodriguez [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 03, 2008 1:37 PM
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