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
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> _______________________________________________
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>
>
> _______________________________________________
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>
>


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