[hlcoders] Maya exporter for OS X
This has probably been asked several times before, but is there any possibility of getting a Maya export plugin for OS X? If we had the source for the exporter, we could likely port it without _too_ much difficulty, but I believe all we have is the 3DSMax exporter. If a port isn't done by Valve (rather likely), would it be possible to acquire the source for the Windows one so we can port it ourselves? -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I need an example of adding tab control for vgui
On 4/29/05, SB Childe Roland [EMAIL PROTECTED] wrote: new is a compiler command. I'm pretty sure that you have to call delete for everything that you create with new. Someone please correct me if I'm wrong about the SDK. Not exactly... new is actually an operator, which can be overloaded like any other. Most projects that use their own memory managers overload it. I'd be quite surprised if HL2 didn't. -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM source: Assert( !UTIL_GetLocalPlayer )
I get it too. I noticed when I started firing things with gravgun. Also happens when you use the secondary fire on the Combine Pulse Rifle (that bouncy orb). -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] glow
If anyone could tell me how I would make the V_ models glow in first person veiw it would be great:) Take a look at this: http://articles.thewavelength.net/209/ -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Re: [hlcoders] Remove hl²SDK source control
Maybe this is what you are looking for: http://blogs.msdn.com/korbyp/archive/2003/12/17/44236.aspx However, if you don't have an SCC provider installed, that option isn't even in the menu. At least I don't see it in mine... -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD Disappearing????
[ Picked text/plain from multipart/alternative ] thanks for the link but I'm not sure that is what is going on. I'm working only in SP and not in the SDK folder at all. I simply modified the Magnum to shoot twice instead of once. Then ran the mod. I then do an impulse 101 and my hud is up and running. (unmodified) I then shoot a weapon and the numbers disappear on the hud as well as the pictures on the weapon selection Also if I hit ~ the console is blank and as I type commands the drop down help menu shoes but is also blank. Even Esc returns blank. Any idea what could be causing this? Does it happen in a fresh, unmodified build of HL2? If not, what were the exact changes you made? -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IRC Channel
There's also #wavelength on irc.gamesurge.net, although I'm slightly biased in that regard. :) -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 SDK Docs Available Online
On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess [EMAIL PROTECTED] wrote: Are the SDK available anywhere online? I'd like to grab and read during my lunch hour at work. Docs can be found at http://www.valve-erc.com/srcsdk/ . -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SDK issues: a list
I've managed to find a few bugs/issues with the Source SDK. Some have been repeated elsewhere, but it might be a good idea to start a list for Valve's sake. :) If you've found any others, feel free to post them here. * Dropdown box in SDK window doesn't resize with window: Trivial. * run_mod.bat chokes on paths with spaces: This appears to be an issue with Steam itself, not the SDK. I like having my code and such under My Documents, which is all fine and dandy with the Create A Mod wizard. However, when you run the batch file, Steam chokes and dies saying it can't find the gameinfo.txt file in C:\Documents. Doesn't look like it handles spaces in the -game parameter very well. * Source control: This has been mentioned on the list already, but I figured I'd throw it in here too. The solutions the SDK ships with are bound to Valve's SCC source, which appears to be rather difficult to remove or replace with your own versioning system. * Can't edit dropdown box entries: As far as I can tell, there's no way to add or remove entries the Create a Mod wizard adds in the SDK dropdown box. This is a bit problematic, as it makes it near-impossible to have multiple developers working on the same source (i.e. with some SCC solution). You also can't get rid of them, so I have about a half-dozen entries in there I've managed to create and can't get rid of now. :/ An update to fix these ASAP would be _greatly_ appreciated. TIA. -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK issues: a list
On Wed, 01 Dec 2004 15:12:29 -0700, Steven Guy [EMAIL PROTECTED] wrote: use around the path, it's not steam it's the dos emu, whenever you use spaces in paths make sure to enclose it in This is what it looks like, and it doesn't work: c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game C:\Documents and Settings\James\My Documents\HL2 Mods\*censored1*\*censored2* -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 The *censored* bits are actual, real values, BTW. If moved out to the root, like this: C:\*censored1*\*censored2* it works great. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] External communication
I'm not sure how to help you here but I was wondering, where did you find the ogc source? This thread is traveling in a dangerous direction... -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TriAPI WorldToScreen() Function
Whats the PosInCone function? Is this something you have made? If so would a DotProduct test work the same way? It's a quickie function I wrote that does a dot product with the viewangles, yes. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TriAPI WorldToScreen() Function
Don't see why you would need a function like that; I believe if you pass an origin outside the view cone to WorldToScreen, the X/Y/Z coordinates it returns are outside the drawing area anyway (the Z value would define the depth, negative values I believe are behind the player). It may, but I was having problems with it and figured culling all of them away would be faster than dealing with the errors (and probably calculation-wise, too). =) It was essentially a hack to see how it worked, so I'm not too worried about it. =) -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map entities client-side
Is there a way to access keyvalue info in the map from the client-side?\ I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. The engine has the map, yes, but you can't get to it there. You'll need to load the BSP yourself and parse its entity lump. botman has some code on his site to do it (bsp_tool); you'll need to hack it up pretty badly to get it in HL, though. Took me a couple hours on and off to get it in and get it to compile, but once I did, it works pretty well. =) It's also GPLed code, which means you have to distribute changes you make to it. Fortunately, we don't have to include our entire client DLLs, just the BSP loading code. That said, let me know if you want it and I'll send it to you (I personally don't want botman breathing down my neck about it. ;) ) Of course, it's obviously more educational for you to do it yourself (I learned a lot about it editing the source), but if you're stuck, let me know. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problem with VGUI.
Why do you use %d ??? If your var (m_iAmmo1) is declared as int, you must use %i, otherwise, PlayerAmmo isn't valid :( %i and %d are equivalent. Actually, %i is considered obsolete. Besides, all specifying an invalid format character will do is give you garbage. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Entity existence check on client?
there. There's already info somewhere on the client system about whether an entity's alive or not, since the engine knows when to stop rendering it, but is there any way I can get to this or do I need to write my own? A cl_entity_t has a 'messagenum' field or somesuch that holds the index of the last recieved packet that entity was updated in. If the ent's messagenum != the player's messagenum (easy enough to get), the entity is 'invalid' and you can filter it out. I think that's it, anyway. If you need more, I'll dig around in source and find some of my code that uses it. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] it's quiet...too quiet
college classes start back up this week? I don't start up until the week after next... -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Question about the EULA again
Dave, are you from Infinity/Talking about Infinity that used to have their site at http://www.games-fusion.net/~infinity and at one stage http://cgi-bin.spaceports.com/~usmc/wow ? Shimms: The Spaceports mod was Intensity, not Infinity. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
E drive? Yes. All my HL stuff is on it's own drive. (I'm not lame, really I'm not...) -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
I'll assume you already tried to do a Build-Rebuild All. If not, try that first. I did, yes. Same result. If you have tried that try running dumpbin /exports (from the MSVC bin directory) of the client.dll file to see if it can dump the exported function names. Perhaps the client.dll is corrupt some how. I attached the (somewhat sizeable) output to this message. No errors, so I assume it went okay. I tried deleting the DLL and recreating it, didn't work. Tried removing the directory, in case that got corrupted somehow, but that didn't help either. =( -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) Microsoft (R) COFF Binary File Dumper Version 6.00.8168 Copyright (C) Microsoft Corp 1992-1998. All rights reserved. Dump of file E:\half-life\underhive\cl_dlls\client.dll File Type: DLL Section contains the following exports for client.dll 0 characteristics 3C0F4EB2 time date stamp Thu Dec 06 02:55:46 2001 0.00 version 1 ordinal base 451 number of functions 451 number of names ordinal hint RVA name 10 236F ??0?$Dar@D@vgui@@QAE@H@Z 21 17B7 ??0?$Dar@D@vgui@@QAE@XZ 32 2590 ??0?$Dar@H@vgui@@QAE@H@Z 43 1EB5 ??0?$Dar@H@vgui@@QAE@XZ 54 12A8 ??0?$Dar@PAD@vgui@@QAE@H@Z 65 1181 ??0?$Dar@PAD@vgui@@QAE@XZ 76 184D ??0?$Dar@PAV?$Dar@D@vgui@@@vgui@@QAE@H@Z 87 32A1 ??0?$Dar@PAV?$Dar@D@vgui@@@vgui@@QAE@XZ 98 144C ??0?$Dar@PAVActionSignal@vgui@@@vgui@@QAE@H@Z 109 10D7 ??0?$Dar@PAVActionSignal@vgui@@@vgui@@QAE@XZ 11A 2338 ??0?$Dar@PAVButton@vgui@@@vgui@@QAE@H@Z 12B 2063 ??0?$Dar@PAVButton@vgui@@@vgui@@QAE@XZ 13C 1E65 ??0?$Dar@PAVChangeSignal@vgui@@@vgui@@QAE@H@Z 14D 27D9 ??0?$Dar@PAVChangeSignal@vgui@@@vgui@@QAE@XZ 15E 1802 ??0?$Dar@PAVDesktopIcon@vgui@@@vgui@@QAE@H@Z 16F 1BF4 ??0?$Dar@PAVDesktopIcon@vgui@@@vgui@@QAE@XZ 17 10 18E8 ??0?$Dar@PAVFocusChangeSignal@vgui@@@vgui@@QAE@H@Z 18 11 3102 ??0?$Dar@PAVFocusChangeSignal@vgui@@@vgui@@QAE@XZ 19 12 2A77 ??0?$Dar@PAVFrame@vgui@@@vgui@@QAE@H@Z 20 13 1D84 ??0?$Dar@PAVFrame@vgui@@@vgui@@QAE@XZ 21 14 170D ??0?$Dar@PAVFrameSignal@vgui@@@vgui@@QAE@H@Z 22 15 31FC ??0?$Dar@PAVFrameSignal@vgui@@@vgui@@QAE@XZ 23 16 2B21 ??0?$Dar@PAVInputSignal@vgui@@@vgui@@QAE@H@Z 24 17 1163 ??0?$Dar@PAVInputSignal@vgui@@@vgui@@QAE@XZ 25 18 1D43 ??0?$Dar@PAVIntChangeSignal@vgui@@@vgui@@QAE@H@Z 26 19 2F72 ??0?$Dar@PAVIntChangeSignal@vgui@@@vgui@@QAE@XZ 27 1A 1B22 ??0?$Dar@PAVLabel@vgui@@@vgui@@QAE@H@Z 28 1B 2E3C ??0?$Dar@PAVLabel@vgui@@@vgui@@QAE@XZ 29 1C 29A5 ??0?$Dar@PAVPanel@vgui@@@vgui@@QAE@H@Z 30 1D 2B85 ??0?$Dar@PAVPanel@vgui@@@vgui@@QAE@XZ 31 1E 2D9C ??0?$Dar@PAVRepaintSignal@vgui@@@vgui@@QAE@H@Z 32 1F 2162 ??0?$Dar@PAVRepaintSignal@vgui@@@vgui@@QAE@XZ 33 20 23F6 ??0?$Dar@PAVSurfaceBase@vgui@@@vgui@@QAE@H@Z 34 21 2A2C ??0?$Dar@PAVSurfaceBase@vgui@@@vgui@@QAE@XZ 35 22 3472 ??0?$Dar@PAVTickSignal@vgui@@@vgui@@QAE@H@Z 36 23 14A1 ??0?$Dar@PAVTickSignal@vgui@@@vgui@@QAE@XZ 37 24 335F ??0ActionSignal@vgui@@QAE@ABV01@@Z 38 25 1947 ??0ActionSignal@vgui@@QAE@XZ 39 26 1A78 ??0App@vgui@@QAE@ABV01@@Z 40 27 33FF ??0Bitmap@vgui@@QAE@ABV01@@Z 41 28 2833 ??0BitmapTGA@vgui@@QAE@ABV01@@Z 42 29 2725 ??0Border@vgui@@QAE@ABV01@@Z 43 2A 2E2D ??0BorderLayout@vgui@@QAE@ABV01@@Z 44 2B 1ECE ??0BuildGroup@vgui@@QAE@ABV01@@Z 45 2C 1712 ??0Button@vgui@@QAE@ABV01@@Z 46 2D 1951 ??0Color@vgui@@QAE@ABV01@@Z 47 2E 1D07 ??0Cursor@vgui@@QAE@ABV01@@Z 48 2F 1C58 ??0DataInputStream@vgui@@QAE@ABV01@@Z 49 30 190B ??0DesktopIcon@vgui@@QAE@ABV01@@Z 50 31 1D02 ??0EtchedBorder@vgui@@QAE@ABV01@@Z 51 32 1AA5 ??0FileInputStream@vgui@@QAE@ABV01@@Z 52 33 2A1D ??0Font@vgui@@QAE@ABV01@@Z 53 34 19F6 ??0Frame@vgui@@QAE@ABV01@@Z 54 35 349F ??0HeaderPanel@vgui@@QAE@ABV01@@Z 55 36 197E ??0Image@vgui@@QAE@ABV01@@Z 56 37 33E6 ??0ImagePanel@vgui@@QAE@ABV01@@Z 57 38 25FE ??0InputSignal@vgui@@QAE@ABV01@@Z 58 39 2C9D ??0InputSignal@vgui@@QAE@XZ 59 3A 187F ??0InputStream@vgui@@QAE@ABV01@@Z 60 3B 1D11 ??0InputStream@vgui@@QAE@XZ
RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
The thing is, I've only changed one line in the file (to initialize the system I was working on in HUD_Init), and that change was over a month ago. All I was doing when the error started occurring was playing with some timings in some custom effects I was working on, called from the TriAPI. Nothing that would even come close to messing with the DLL loading functions. =/ Another thing I just tried... adding an ASM breakpoint at the very top of Initialize, like in Sys_Error on the client: _asm { int 3 }; That wasn't even hit, meaning that Initialize isn't getting called. Now I'm convinced there's something very wierd happening, especially when other people compiling the code get the same problem. To top it off, this happened to me a few months ago with OpFor. Started it up one day, bailed out with exactly the same message. Something very strange is going on... -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] question to valve, curious
Sounds like fun. I love that media file! Okay, I can't take it anymore, what the hell is OT??? OT = Off Topic. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] LOD stuff
To get back on track, here's the original email with .cpp file attached (and lame topica ads removed). Knock yourselves out. =) -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) -Original Message- From: Paolo Nusco Perrotta [mailto:[EMAIL PROTECTED]] Sent: Tuesday, September 18, 2001 6:38 AM To: [EMAIL PROTECTED] Subject: [HLCoders] LOD and other cool stuff Some months ago I wrote about three ways to optimize the HL rendering. - Level Of Detail (LOD): Make multiple models for some of your entities, and switch the model on the client based on the distance from the player (http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This is more work for the modeler, but it gives you faster rendering and more polygons. - Field Of View filter: If an entity is outside the player's FOV, remove it from the client's rendering pipeline. This works great, and it gives a big speed boost on slower machines (I'm talking about 30% on my old PII, and even more when the player is zooming). It might or might not be noticeable on faster machines. One problem with this is that you can't filter out all entities - you must flag entities that can be safely removed - small enough to give you some confidence about their visibility, etc. - Line Of Sight filter: Same as the FOV filter, but it removes entities that are not visible because they're hidden by architecture. You must be reasonably sure that the entity is out of sight before removing it. It requires some tracing and the same flagging of the FOV filter. It works well enough. I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever noticed anything strange going on - but they did notice the insane amount of polys on some weapon models. :) I was planning to release the source after Beta 2, but then we got involved in some Valve-related projects and Holy Wars was put on hold. Now I'm playing with the new SDK source, and I merged some of the Holy Wars code into it. Since I don't know what I'll do with this and if it will ever be released, here's the modified entity.cpp file for you to toy with. The massive amount of comments might be annoying, but I felt that too much was better than too little here. Just credit us if you lift code/ideas from this file. Enjoy. --- Paolo Nusco Perrotta Holy Wars Team http://www.planethalflife.com/holywars An archive exists at: http://www.topica.com/lists/hlcoders entity.cpp Description: Binary data
RE: [hlcoders] LOD stuff
BTW, I sent this yesterday afternoon, but there's a hold on messages 40KB and they have to be individually approved by a moderator. Just thought I'd warn you all in advance. =) -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of James Williams Sent: Sunday, December 02, 2001 4:17 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] LOD stuff To get back on track, here's the original email with .cpp file attached (and lame topica ads removed). Knock yourselves out. =) -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) -Original Message- From: Paolo Nusco Perrotta [mailto:[EMAIL PROTECTED]] Sent: Tuesday, September 18, 2001 6:38 AM To: [EMAIL PROTECTED] Subject: [HLCoders] LOD and other cool stuff Some months ago I wrote about three ways to optimize the HL rendering. - Level Of Detail (LOD): Make multiple models for some of your entities, and switch the model on the client based on the distance from the player (http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This is more work for the modeler, but it gives you faster rendering and more polygons. - Field Of View filter: If an entity is outside the player's FOV, remove it from the client's rendering pipeline. This works great, and it gives a big speed boost on slower machines (I'm talking about 30% on my old PII, and even more when the player is zooming). It might or might not be noticeable on faster machines. One problem with this is that you can't filter out all entities - you must flag entities that can be safely removed - small enough to give you some confidence about their visibility, etc. - Line Of Sight filter: Same as the FOV filter, but it removes entities that are not visible because they're hidden by architecture. You must be reasonably sure that the entity is out of sight before removing it. It requires some tracing and the same flagging of the FOV filter. It works well enough. I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever noticed anything strange going on - but they did notice the insane amount of polys on some weapon models. :) I was planning to release the source after Beta 2, but then we got involved in some Valve-related projects and Holy Wars was put on hold. Now I'm playing with the new SDK source, and I merged some of the Holy Wars code into it. Since I don't know what I'll do with this and if it will ever be released, here's the modified entity.cpp file for you to toy with. The massive amount of comments might be annoying, but I felt that too much was better than too little here. Just credit us if you lift code/ideas from this file. Enjoy. --- Paolo Nusco Perrotta Holy Wars Team http://www.planethalflife.com/holywars An archive exists at: http://www.topica.com/lists/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders