RE: [hlcoders] Open Source Mods (again)

2007-01-15 Thread Nathan Voge
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Recording demos broken in EP1?

2007-01-15 Thread Nate Nichols
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

Re: [hlcoders] Code File Structure

2007-01-15 Thread bloodykenny
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

Re: [hlcoders] Code File Structure

2007-01-15 Thread Nick
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

RE: [hlcoders] Open Source Mods (again)

2007-01-15 Thread Nathan Voge
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-15 Thread Teddy
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

Re: [hlcoders] Split Collision Routines

2007-01-15 Thread Teddy
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: -- [ Picked text/plain from multipart/alternative ]

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-15 Thread Jay Stelly
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,