This is pretty much what i figured.. Well I guess I will just wait for 2009 or 
portal 2 engine.. :/

--- On Tue, 11/16/10, hlcoders-requ...@list.valvesoftware.com 
<hlcoders-requ...@list.valvesoftware.com> wrote:

From: hlcoders-requ...@list.valvesoftware.com 
<hlcoders-requ...@list.valvesoftware.com>
Subject: hlcoders Digest, Vol 33, Issue 18
To: hlcoders@list.valvesoftware.com
Date: Tuesday, November 16, 2010, 3:00 PM

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Today's Topics:

   1. Duplicate Keys with KeyValues (Trevor 'Drak')
   2. Re: Duplicate Keys with KeyValues (Andrew Ritchie)
   3. Re: Replacing Source Engine 2007 Rain with Rain like L4D2
      (Cory de La Torre)


----------------------------------------------------------------------

Message: 1
Date: Mon, 15 Nov 2010 20:56:33 -0500
From: "Trevor 'Drak'" <dhlco...@wowway.com>
Subject: [hlcoders] Duplicate Keys with KeyValues
To: "HLCoders List" <hlcoders@list.valvesoftware.com>
Message-ID: <e490e59dccc54306897faf5bdba56...@drakpc>
Content-Type: text/plain;    charset="utf-8"

File structure:

"mount_list.txt"
{
    "gamelist"
    {
        "AdditionalID"        "120"
    }
}

If I wanted to add another ?AdditionalID? with a different value, how can I do 
this?
This, just replaces the key. 

KeyValues *pNew = pMainFile->FindKey( "GameList" );
pNew->SetInt( "AdditionalID", 200 );

------------------------------

Message: 2
Date: Tue, 16 Nov 2010 07:37:25 +0000
From: Andrew Ritchie <gotta...@gmail.com>
Subject: Re: [hlcoders] Duplicate Keys with KeyValues
To: Discussion of Half-Life Programming
    <hlcoders@list.valvesoftware.com>
Message-ID:
    <aanlktinmgpiwyuembdp0ezizkcwsd32lvu+nr2d0k...@mail.gmail.com>
Content-Type: text/plain; charset=windows-1252

In the file you can just add more

 "gamelist"
   {
       "AdditionalID"        "120"
       "AdditionalID"        "121"
       "AdditionalID"        "122"
       "AdditionalID"        "123"
   }

and then parse it out in code using a sub key iteration.  If you want to add
duplicates in code I think it's a case of just create new key values with
the values add them as sub keys instead of doing the set methods.

On Tue, Nov 16, 2010 at 1:56 AM, Trevor 'Drak' <dhlco...@wowway.com> wrote:

> File structure:
>
> "mount_list.txt"
> {
>    "gamelist"
>    {
>        "AdditionalID"        "120"
>    }
> }
>
> If I wanted to add another ?AdditionalID? with a different value, how can I
> do this?
> This, just replaces the key.
>
> KeyValues *pNew = pMainFile->FindKey( "GameList" );
> pNew->SetInt( "AdditionalID", 200 );
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


------------------------------

Message: 3
Date: Tue, 16 Nov 2010 05:08:41 -0800
From: Cory de La Torre <gear....@gmail.com>
Subject: Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain
    like L4D2
To: Discussion of Half-Life Programming
    <hlcoders@list.valvesoftware.com>
Message-ID:
    <aanlktik54l+uk+0d8wyicoxy8r5rauuwtfqv2gy4w...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

The particle engine for Source 2007 blows. Theres no way you're going to be
able to afford that many particles on screen, aside normal particles for
whatever else you might want to be doing.

On Sun, Nov 14, 2010 at 4:41 PM, nick seavert <atomicpo...@yahoo.com> wrote:

> Hello,
>
> I'm quite stuck on how to create more optimized rain like left 4 dead 2.
> I've gotten to the point where the func_precipitation emits the particle
> "rain_test" A custom particle by me for testing purposes.. Any ways.. I have
> 2 main problems. How will i make the splashes? Originally i kept the
> func_precip rain and just made it splash. But i figured it rendered splashes
> too far in the distance that were unnecessary. So here are a few options..
>
> A. Make fully integrated particles + splashes
>
> B. Edit the rain splash code to only splash within say 1000 units around
> the players view.
>
> So for A. I have the particles spawning, The problem is it spawns infinite
> emitters all through out the brush volume and it RAPES your computer until
> it crashes because of memory overload. So how can i make it only spawn One
> emitter for particles on the player.'
> Then on-top of this you have to some how make it register the particles to
> splash when it collides with the ground. In Half life 2 Episode 2's Particle
> Editor, I don't think there is an option where you're able to do that. If
> there is.. Please inform me!
>
> B. Would be the best thing to go about. Is there a way to limit the VDC
> splash code? I know you can change the percentage of splashes.. but I want
> all visible rain to splash.. Just not ones that are 7,000 units away that
> you'll never even see. It just causes unwanted performance loss.
>
>
> http://i397.photobucket.com/albums/pp56/jangalomph/Sabotage/rain_test0000.jpg
>
> Ignore the brush I'm protruding. I spawn inside of a brush or something..
> And sadly the particle rain is going through the brush. ;) But i know why.
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Gear Dev


------------------------------

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