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
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