That's why I said what I did in my comment, It also isn't so much the video card as it is the CPU. -Tony
On Sat, May 22, 2010 at 8:47 AM, James Keith <jimmy4...@gmail.com> wrote: > 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 > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders