Mike, Do you plan to include fix for jittery movement in HL2MP codeline ? Sergi said it was due to network tables which were missing variables.
[EMAIL PROTECTED] 2008/6/13 Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>: > 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 > > -- ------------------- [EMAIL PROTECTED] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

