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I know Visual Basic and am currently being self-taught C++ and Source. I could
not help with the code yet, but I would be willing to donate bandwidth and
server space as well as a subdomain to anyone interested in starting a
community mod. I
I put up a video on YouTube of the animation glitching I'm
experiencing when trying to record a demo. It's the opening for EP1:
http://youtube.com/watch?v=sAjBTfAnIIo
Looking back at the mailing list archives, I think Vitaliy Protasov
first described the problem following the big August 4 SDK
http://www.youtube.com/watch?v=Af1OxkFOK18
At 2007/01/10 02:20 PM, John Sheu wrote:
On Wednesday 10 January 2007 1:57 pm, Nick wrote:
Hard work and determination beats experience hands down.
Well, generally, hard work and determination lead to experience...
-John Sheu
hahaha
On 1/15/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
http://www.youtube.com/watch?v=Af1OxkFOK18
At 2007/01/10 02:20 PM, John Sheu wrote:
On Wednesday 10 January 2007 1:57 pm, Nick wrote:
Hard work and determination beats experience hands down.
Well, generally, hard work and
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I know Visual Basic and am currently being self-taught C++ and Source.
I could not help with the code yet, but I would be willing to donate
bandwidth and server space as well as a subdomain to anyone interested
in starting a community mod. I
Exactly how much more load does USE_HITBOXES put on the server, say
for a 16 player with a similar amout of raycasts as counterstrike (for
example)?
I've found it gives much more accurate reg on player's extremities,
but i wonder at what cost? Would it be cheaper to make an exagerated
bbox
You could do it by creating a new collision group for your energy
sheilds, and then putting rules in place in the
GameRules::ShouldCollide (i think?) function so players don't collide
with it.
On 1/6/07, Daniel Menard [EMAIL PROTECTED] wrote:
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I tried to answer this in the wiki page:
USE_SPECIFIED_BOUNDS could also be used to solve this problem by
specifying a constant box that is always larger than the space occupied
by hitboxes in any animation. As a tradeoff, this will be cheaper than
USE_HITBOXES as the player animates and moves,
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