Re: [hlcoders] Tony's Rain Splash tutorial on VDC
Yeah, he's just not precaching it in the correct spot. move the precache to a normal precaching place. wow so cryptic, but i don't remember right now what the default locations are besides the player precache. On Wed, Dec 1, 2010 at 4:04 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I think he's trying to precache the particle system in his code via: CClient_Precipitation::ClientThink() { Simulate( gpGlobals-frametime ); PrecacheParticleSystem(Rain_01_impact); } Which seems odd to me, shouldn't there be a initialize/precache section that he could do it in there? I also don't know if he's trying to precache the right particle name. And then I think they don't show up in his code because they aren't precached? Here's the tutorial he followed: http://developer.valvesoftware.com/wiki/Rain_splashes *finishes guessing* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Some questions
How to implement a team signs over the heads of the players in DoD:S? Someone tried it? (Example: http://pcmedia.ign.com/pc/image/article/654/654253/day-of-defeat-source-20050927053026844-000.jpg) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some questions
In Dod's version of CViewRender::RenderPlayerSprites, we iterate over visible teammate players and draw the icons using CMeshBuilder. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ Sent: Wednesday, December 01, 2010 7:34 AM To: Discussion of Half-Life Programming Subject: [hlcoders] Some questions How to implement a team signs over the heads of the players in DoD:S? Someone tried it? (Example: http://pcmedia.ign.com/pc/image/article/654/654253/day-of-defeat-source-20050927053026844-000.jpg) ___ 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
Re: [hlcoders] Some questions
Thanks for the tip-off on CVoiceStatus:: DrawHeadLabels =) 2010/12/1 Matt Boone m...@valvesoftware.com In Dod's version of CViewRender::RenderPlayerSprites, we iterate over visible teammate players and draw the icons using CMeshBuilder. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ Sent: Wednesday, December 01, 2010 7:34 AM To: Discussion of Half-Life Programming Subject: [hlcoders] Some questions How to implement a team signs over the heads of the players in DoD:S? Someone tried it? (Example: http://pcmedia.ign.com/pc/image/article/654/654253/day-of-defeat-source-20050927053026844-000.jpg ) ___ 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
Re: [hlcoders] (no subject)
Lady Gageateam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
My favorite On Wed, Dec 1, 2010 at 5:15 PM, Nova Silisko novasili...@gmail.com wrote: Lady Gageateam ___ 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
Re: [hlcoders] (no subject)
ahaha On Wed, Dec 1, 2010 at 4:26 PM, Dexter Haslem dexter.has...@gmail.comwrote: My favorite On Wed, Dec 1, 2010 at 5:15 PM, Nova Silisko novasili...@gmail.com wrote: Lady Gageateam ___ 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 -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Rain Splash Effect
Hi all again.Continuing from my previous message, I got it working in the end, but the rain splash is always spawning at 0 0 0. http://i52.tinypic.com/10mogma.png is whats happening.if( trace.fraction 1 || trace.DidHit() ) {if ( RandomInt( 0, 100 ) = r_RainSplashPercentage.GetInt() ) DispatchParticleEffect( Rain_01_impact_sphere, trace.endpos,trace.m_pEnt-GetAbsAngles() , NULL ); // Tell the framework it's time to remove the particle from the list return false; }is the code to spawn the rain. Any ideas?Thanks, FiX ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders