It seems to impact it a little bit but I have such a good video card that I can't see a difference.
On May 21, 2010, at 6:04 PM, Dexter <dex...@linux.com> wrote: > Glad you got it working! I'm looking for something similiar in > effect, but > isn't doing so many tracelines performance impacting? > > On Fri, May 21, 2010 at 12:23 PM, James K <jimmy4...@gmail.com> wrote: > >> I didn't comment enough stuff out. Whoops. Thanks for putting up with >> my stupidity, Tony. >> >> -James >> >> On Fri, May 21, 2010 at 9:57 AM, Tony "omega" Sergi <omegal...@gmail.com >> > >> wrote: >>> I dropped the code into a a blank sdk and it works. >>> I made one minor alteration though, here's the whole thing. if it >>> still >>> doesn't work for you then i have no idea, as i was just sitting in >>> a box >> map >>> with a displacement ground seeing slime splashes randomly, WITH rain >> coming >>> down. >>> http://pastebin.com/0KfbHkii >>> -Tony >>> >>> >>> On Fri, May 21, 2010 at 9:50 AM, James K <jimmy4...@gmail.com> >>> wrote: >>> >>>> Removing the IsInAir conditional broke the rain completely. No >>>> rain or >>>> splashes at all now. >>>> >>>> On Thu, May 20, 2010 at 8:13 AM, Tony "omega" Sergi < >> omegal...@gmail.com> >>>> wrote: >>>>> and remove all of the other randoms other than what that i >>>>> changed the >>>> code >>>>> to. >>>>> So for the final output: >>>>> >>>>> /*Tony; the traceline replaces the IsInAir check. >>>>> you also don't want the random's to be around the traceline >>>>> either, >> or >>>>> it will only check SOMETIMES. it needs to check _all_ the time. >>>>> you also probably want to do some radius checking of the >>>>> particles >>>>> position (ignoring z) for if it's in range of the local player >>>>> to run >>>> this >>>>> code or not >>>>> otherwise you will have traces for every particle all over the >> place >>>>> even if there's no way that the player can see it >>>>> so when the player is out of that radius, you would only use >>>>> if ( >>>>> !IsInAir( pParticle->m_Pos ) { return false; } >>>>> */ >>>>> trace_t trace; >>>>> UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL, >>>>> COLLISION_GROUP_NONE, &trace); >>>>> if( trace.fraction < 1 || trace.DidHit() ) >>>>> { >>>>> if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt >>>>> () ) >>>>> DispatchParticleEffect( "rain_splash", >>>>> trace.endpos,trace.m_pEnt->GetAbsAngles() , NULL ); >>>>> >>>>> // Tell the framework it's time to remove the particle >>>>> from the >>>> list >>>>> return false; >>>>> } >>>>> // We still want this particle >>>>> return true; >>>>> >>>>> -Tony >>>>> >>>>> On Thu, May 20, 2010 at 7:16 PM, Saul Rennison < >> saul.renni...@gmail.com >>>>> wrote: >>>>> >>>>>> Remove the IsInAir conditional, that's your issue. >>>>>> >>>>>> On Thursday, May 20, 2010, James K <jimmy4...@gmail.com> wrote: >>>>>>> I don't want to post the whole file because I really haven't >> changed >>>>>>> anything else and that would be massive, so here's the tidbit >>>>>>> i'm >>>>>>> working with. The whole file is c_effects.cpp if you need to see >> the >>>>>>> rest. >>>>>>> >>>>>>> // No longer in the air? punt. >>>>>>> if ( !IsInAir( pParticle->m_Pos ) ) >>>>>>> { >>>>>>> // Possibly make a splash if we hit a water >>>>>>> surface >>>> and >>>>>> it's in >>>>>>> front of the view. >>>>>>> if ( m_Splashes.Count() < 99 ) >>>>>>> { >>>>>>> if ( RandomInt( 0, 100 ) < >>>>>> r_RainSplashPercentage.GetInt() ) >>>>>>> { >>>>>>> trace_t trace; >>>>>>> UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL, >>>>>>> COLLISION_GROUP_NONE, &trace); >>>>>>> if( trace.fraction < 1 || trace.DidHit() ) >>>>>>> { >>>>>>> if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt >>>>>>> () >> ) >>>>>>> DispatchParticleEffect( "rain_splash", trace.endpos, >>>>>>> trace.m_pEnt->GetAbsAngles() , NULL ); >>>>>>> } >>>>>>> } >>>>>>> } >>>>>>> >>>>>>> // Tell the framework it's time to remove the >> particle >>>>>> from the list >>>>>>> return false; >>>>>>> } >>>>>>> >>>>>>> // We still want this particle >>>>>>> return true; >>>>>>> } >>>>>>> >>>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>>> >>> >>> >>> -- >>> -Tony >>> _______________________________________________ >>> 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