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
-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
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
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
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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
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
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
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
] 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
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