Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Harry Jeffery
You'd be better off making a room as large as you can using the tools/toolsblack texture. It looks the same but is more engine friendly. 2009/9/20 Joshua Scarsbrook jscarsbr...@gmail.com: Well for one going into the leak is exploring the source engine and it is fun, for 2 the door will stop

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Adam amckern McKern
or even nodraw Owner Nigredo Studios http://www.nigredostudios.com --- On Sun, 20/9/09, Harry Jeffery harry101jeff...@googlemail.com wrote: From: Harry Jeffery harry101jeff...@googlemail.com Subject: Re: [hlcoders] How safe is it to travel into The Void To: Discussion of Half-Life

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Jonas 'Sortie' Termansen
In portal, I once made a portal into the void using Hammer. That was interesting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Damian Pursey
^Wow, I just tried that, that's something. Either way, as much as I know about the void, I know it's smart to avoid it. In one map I made, I used a big giant room with black texture on the inside, and invisible on the outside (I don't know if that was necessary or not), then I made another room

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Joshua Scarsbrook
well thanks for the help but i have been into the void with no ill effects once i was done i exited normaly, using garrysmod and entiry debugging, and a overly complex watching station, i was able to get a prop and a entiry to travel down to over -100 z units. Damian Pursey wrote: ^Wow, I

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Justin Krenz
#define MAX_COORD_FLOAT (16384.0f) Anything outside of the coordinates 16384 to -16384 is not going to function properly, and anything outside of this range is going to be clamped to the proper range when networked. Go ahead and play in the void all you want like it's

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Joshua Scarsbrook
Thanks for the help So what you are saying is in mutliplayer games atempt to travel into the void will resalt in well hitting a invisable wall. anyway i can happly get ents to travel down there with no ill effects, i went down to -100 with no effects. so the void is fun to explore but

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Saul Rennison
@Your last question: No because they are most likely already compiled into the engine binaries. Thanks, - Saul. On 20 Sep 2009, at 23:18, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Thanks for the help So what you are saying is in mutliplayer games atempt to travel into the void

[hlcoders] How safe is it to travel into The Void

2009-09-19 Thread Joshua Scarsbrook
Hi Using Garrysmod and Entiry Infomation Outputs i was able to send a normal prop down to a z of - 16000 aprox without a crash, the map i made is designed to work well with the void, it has a semi sealable leek that is a large door and a area out into the void. All of this has been done in

Re: [hlcoders] How safe is it to travel into The Void

2009-09-19 Thread Matt Hoffman
Erm. Can you explain to me... WHY you want to go into the void? And how do you have a semi-sealable leak? The door won't stop the leak as it's a brush entity... So it's a leak On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Hi Using Garrysmod and Entiry

Re: [hlcoders] How safe is it to travel into The Void

2009-09-19 Thread Joshua Scarsbrook
Well for one going into the leak is exploring the source engine and it is fun, for 2 the door will stop the leak from rendering. also i have found render target cameras do not have the rendering problem Matt Hoffman wrote: Erm. Can you explain to me... WHY you want to go into the void? And how