Thank you very much for letting us know its status Mike :-) 2008/6/13 Mike Durand <[EMAIL PROTECTED]>:
> That one is on the list of fixes Tony has made that I have not had time > to merge over yet. > > -Mike > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Janek > Sent: Friday, June 13, 2008 8:12 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Tools and SDK Updates Live Now > > 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 > > > _______________________________________________ > 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

