I run a website with more active members then wavelength, we have most posts then wavelength and more threads, So when I call you a nazi just know its from someone who has some experience with dealing with thousands of idiots online. You are not a naiz, I know why I was banned and you have every right to ban anyone on your board however you banned me for making some subtle suggestions for which I was criticized for and complained. I had over a 1000 posts and contributed plenty in both the coding board and mapping board. I think only 4 or 5 people had more posts then I, it's really your loss, I don't mind saving my breath. And in fact , the only good answers I got there were from entropy and botman and bulk and well you have some good input too along with shimms, but the a lot of your moderation team & local posters are a group of 16 year olds whom only amplified the animosity between you and I.
I got used to steam and I did admit In the beginning it was a vast improvement, only reason I'm using this email is because its my STEAM email. As you know, steam requires an email when you registered. I did not want to use a real email because I don't like spam and I don't think any game or software for that matter should even have a right to an email address. (most software, I understand some needs it) so my steam dir is /[EMAIL PROTECTED]/half-life/ blah blah blah In regards to the radar, I made the background out of vgui rects in order to keep the size the same across every res, however I will change this because the vgui gets drawn after sprites, so that's no good. I will make the radar out of sprite rects and dynamically change the size based on resolution. (I would like to use triapi, but don't have time to learn that) Also I noticed that the vgui repaint routine has slowed down. This is why my radar looked worse in steam before I changed it to sprites. I also have a vgui menu which scrolls and it looks really bad now too because it scrolls really choppy. Can anyone explain the reason for handicapping the vgui? -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi Sent: Tuesday, November 25, 2003 10:47 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question We banned you because you kept attacking admins, and then created 3 accounts to call me a nazi. If you don't understand why you were banned for that, you have mental issues. -- you're posting as "steamsucks", and your first post here was an attack on it and valve. You need to learn to interact with people when you don't understand something. -omega http://www.frontline2.com > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Kyle > Sent: November 24, 2003 3:43 PM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Ok, I found the problem. The problem was not with the client angles or > origin being updating, I was using the VGUI. Meaning I was using small > little rect's as players and updating the position of each one on a label. > As it turns out animation with the vgui is very limited , it really only > updates about 10 times a second (this Is just an estimate, im not sure > what > the actually number is) however, I changed it and made the little player's > sprites and it runs VERY smooth now, just as smooth as cs. I will add some > nice flashing fading effects too when im all done. Perhaps even a tutorial > (as long as its not for wavelength, those fuckers banned me), seeing how I > don't think anyone has done a client-side radar. Another thing that's good > is that's its based off the vgui, the back image scales identical to each > resolution. However I wont be able to scale the sprites like I can the > background radar circle, but at least it wont take up any less or more > window space in different resolutions like the old radars did. > > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle > Sent: Monday, November 24, 2003 4:53 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Good call, I will use that. > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan > Sent: Monday, November 24, 2003 4:19 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > extern vec3_t v_origin, v_angles; > > These are declared in view.cpp, and are updated every frame prior to > rendering. > > -randomnine- > > > I have completed a clientside vgui radar which works with player > coordinates > > entirely found in the client code. However, this works fine and all, but > the > > coordinates including the angles of even the client only gets updated as > > many as 10 times a second. So what happens is it looks like the radar is > > running about 10fps and its really choppy especially if you turn around > > really fast. So I was thinking about doing some kind of prediction > where > I > > delay the update a whole 10th of a second, just enough so I know the > next > > angle of the client and I do some kind of interpolation in-between > updates > > bases off the real time between real frames and the angle between the > first > > and the second. in other words I fake the missing in between frames. I > could > > do this, but it would be a lot of work for something that's already > done. > Is > > there any other way to get the client viewangle ACCURATELY every frame? > > Right now I use > > > > > > > > base_player->angles[1]; > > > > > > > > where base_player is real client > > > > > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin > ); > > > > > > > > I use that angle as a subtraction to the raw_angle I find using the acos > > between both origins of the client and the current target. > > > > > > > > Anyway, it just seems like the angle only gets updates 10 times a second > > (roughly). My radar is running every frame. So should I proceed with > > prediction, or should I find another variable or view angle which is > more > > accurate? > > > > > > > > -- > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

