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:
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>>>>
>>>>
>>>
>>>
>>> --
>>> -Tony
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>
>> _______________________________________________
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>> archives,
>> please visit:
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>>
>>
> _______________________________________________
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