Come to think of it, it might be a better idea to just use a networked string table (say... particleprecache), read the default particle systems from the manifest, and then after reading other precached files (models, generic, sound), process the particleprecache.
Mainly to just avoid reading potentially hundreds of particles that may end up in the particles folder that won't be used on the server they are connecting to. - voogru. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford Sent: Friday, June 13, 2008 4:50 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools and SDK Updates Live Now I'm gonna make this change anyway, load all .pcf fies from the particles directory (the code is in particle_parse.cpp) On Fri, Jun 13, 2008 at 1:33 PM, Spencer 'voogru' MacDonald < [EMAIL PROTECTED]> wrote: > Mike, it would be nice to take advantage of the particle systems from the > plug-in interface, currently everything is accessible and it's possible to > spawn and make full use of the existing particle systems that a mod has. > > However, if I create a separate particle system (ie, neat_effects.pcf), add > it to the download table, and precache it from the server, it gets sent to > the client, but ultimately the client does not load the particle effect. > > I can get them to work ultimately by loading the particle system with the > particle tools, but that's it. > > A quick investigation on the client and I've noticed that the client reads > a > list of files from the particles_manifest.txt and reads all particle files > that are listed in that file, is there any real point to doing this rather > than simply loading all *.pcf files in the game mods particles directory > (as > well as the sub-directories)? > > Or alternatively, watching the "downloadables" string table for *.pcf files > and reading custom particle systems that way. > > It would be really nice for server plug-in authors to be able to create > their own custom particle systems, and this is the only thing that is > preventing it. > > - voogru. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand > Sent: Thursday, June 12, 2008 9:08 PM > To: Discussion of Half-Life Programming > Subject: [hlcoders] Tools and SDK Updates Live Now > > Hi All- > > > > We've updated the engine tools and the SDK this afternoon. Here's the > changelist: > > > > =SDK Source Code= > > -Removed GameStats.cpp and GameStats.h from the server folder since the > client and server should be using the one in shared > > -Removed deprecated statgather.cpp from the client folder > > -Added requested headers for 'matsys_controls' > > > > =SDK Tools= > > Fixed crash in 'splitskybox.exe' > > > > =Source Engine Tools= > > Fixed crashes in the Particle Editor, Material Editor, and Commentary > Editor when saving files > > > > -Mike > > _______________________________________________ > 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 > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com _______________________________________________ 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

