Re: [hlcoders] HalfLifeTwoDev Update
CNN told us it was too hot for TV, unfortunately. On 19 Mar 2005 at 22:41, Adam "amckern" Mckern wrote: > Thanks for the update, i hope you will do a media > blitz as well > > Adam > > > --- Roy Laurie <[EMAIL PROTECTED]> wrote: > > To those (few) with websites linking to some of our > > articles. We upgraded to TikiWiki, so your > > URLs will need to be changed. > > PhpWiki was just too buggy. > > > > Just a heads up to prevent E404s. They always look > > bad. > > > > -- Roy "Kylratix" Laurie > > http://www.hl2-dev.com/ > > > > ___ > > To unsubscribe, edit your list preferences, or view > > the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > http://ammahls.com > > > > > __ > Do you Yahoo!? > Yahoo! Small Business - Try our new resources site! > http://smallbusiness.yahoo.com/resources/ > > ___ > 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
[hlcoders] Player speed in HL2MP?
I can't find where to set player spped in HL2MP sdk, it's like it clamps it so i can go no higher than 220 or something, i can set it lower with the sv_maxspeed cva though. anyone know where its clamped? -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HalfLifeTwoDev Update
Thanks for the update, i hope you will do a media blitz as well Adam --- Roy Laurie <[EMAIL PROTECTED]> wrote: > To those (few) with websites linking to some of our > articles. We upgraded to TikiWiki, so your > URLs will need to be changed. > PhpWiki was just too buggy. > > Just a heads up to prevent E404s. They always look > bad. > > -- Roy "Kylratix" Laurie > http://www.hl2-dev.com/ > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > http://ammahls.com __ Do you Yahoo!? Yahoo! Small Business - Try our new resources site! http://smallbusiness.yahoo.com/resources/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HalfLifeTwoDev Update
To those (few) with websites linking to some of our articles. We upgraded to TikiWiki, so your URLs will need to be changed. PhpWiki was just too buggy. Just a heads up to prevent E404s. They always look bad. -- Roy "Kylratix" Laurie http://www.hl2-dev.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1 problem - glitchy v_models
A HL1 Problem you say? People are still modding that!? ;) Well, we're just one nasty bug away from a release. For some reason, the v_models 'glitch' around the screen when in an internet game. This doesn't occur when you host your own game, but does occur if you're the host of a listen server with other people. By glitch, I mean they randomly twitch around (position) or disappear (probably position). We've been unable to find the source of this bug, and any help (even where to start looking) would be much appreciated. Thanks in advance - Jeff 'Kuja' Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Anyone want to start a "What to do while compiling hl2" list?
I have the same spec here - I'd say it's about 4 minutes ;-) --- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Harvey Sent: 16 March 2005 16:00 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Anyone want to start a "What to do while compiling hl2" list? Quoting " Childe Roland" <[EMAIL PROTECTED]>: > Send spam to HLCoders' List. > Watch pr0n. > On Tue, 15 Mar 2005 15:39:55 -0800, Heritage <[EMAIL PROTECTED]> wrote: > > Watch your favorite recorded TV show on TIVO > > Clean up the house > > Go shopping for awhile.. > > > > You know.. Anything to take up 30 or 40 minutes of time! > > > > /end sarcasm. 30-40 minutes? Ouch! Thats for a complete rebuild on a 486? *snickers* A complete rebuild for me is less than 10 minutes for sure in fact I think it's around 5 minutes but I've never timed it (amd 64 3500/1 gig ram). -- www.neotokyohq.com ___ 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
[hlcoders] Re: Annoying view model animation glitch
I have no idea how to fix that despite having fought with it for over a week. The animation problem is not limited to just the shoot sequence for the shotgun. All of the animation sequences suffer from the problem to some extend. The shotgun reload animations are especially vulnerable it seems. I was able to trace the problem to the interpolation/prediction code and two networked variables: m_flAnimTime and m_flCycleTime. The problem is that the animation sequence is started with the m_flAnimTime and m_flCycleTime being set to reflect the new animation sequence. But then the interpolation/prediction code makes adjustments to the values in an apparent effort to resynchronize the client to the server. It's the jump in time that causes the animation to skip (m_flAnimTime causes the most dramatic skips). The reason is that the jumps are on the order of about +/- 0.1 to 0.5 seconds. This doesn't sound like much, but when you consider that many of the viewmodel animation sequences are only 0.2 to 0.4 seconds long, then you can begin to see why the skips are so dramatic. The skipping is at it's worst when the m_flAnimTime jumps backwards in time because this causes the animation sequence to skip directly to the last frame. When the skip happens near the start of the sequence, the client sees this as a missing animation sequence. But what really happened was that the sequence went from frame 1 or 2 directly to the last frame. Just for fun, I removed m_flAnimTime and m_flCycleTime from the interpolation and prediction code. The problems stopped. But I'm not sure what new problems this was going to create, so I put them back. I sure would like to hear from anyone who has found a way around this issue. --- *Juha Beck * hlcoders@list.valvesoftware.com /Wed Mar 16 12:20:09 200/ I've played around with the mp sdk for a while, and I've noticed that when one shoots (rapidly) with the shotgun, the shoot animation doesn't always get played correctly. I found out that SendViewModelMatchingSequence() doesn't get called when it happens, but SendViewModelAnim(), the function where SendViewModelMatchingSequence() should be called from, seems to be called correctly (I could be wrong though). I'm sure others have experienced this too, but do anyone know how it could be fixed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone want to start a "What to do while compiling hl2" list?
"Make people on IRC be excited that you're compiling it." hahahahaha, me too! I ususally go "I grow bored of this, wheres my cake?" 10 mins into it, I'm developing the programmers physique! -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] "eventid" from IGameEvent
Hi, I've just been making my own interfaces for bots to pick up events, what it simply does is loop through and finds the appropraite event, then fires the appropriate method. The small problems is when comparing the events to make sure it is the event you want to execute. I remember with the KeyValues there was an "eventid" key that gave an integer ID, I used that when I picked it up to be compared with the next time the same evnt fired so that it is quicker that comparing it against a string (i.e. the type of event name such as "player_hurt"). With IGameEvent* the "eventid" doesn't seem to exist anymore, it always returns the defaultValue (0). Has the "eventid" been removed or changed, and to what? Cheers, - Chee -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.7.4 - Release Date: 18/03/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders