Hey,
Im not going to give a long explanation, cos i posted this on the Wavelength
boards here :
http://dynamic.gamespy.com/~wavelength/ib/ikonboard.cgi?s=3c9f239e4db3;a
ct=ST;f=13;t=1336
Can ANYONE help me with this?!?!
Im at my wits end... and noone there seems to know the problem!
When I reformat my hd a month ago, I got the same thing :(
I don't know what has happend but now, this problem no longer appears :)
- Cortex : mapper coder www.hlalbator.fr.st
- Original Message -
From: Jim Hunter
To: [EMAIL PROTECTED]
Sent: Sunday, March 24, 2002 9:59 PM
Hey there,
Is there a rough date when the CZ tech will be available to mods?
That way mods can take into account what kind of polycounts will be
allowed for the models..
Georges
- Original Message -
From: Adrian Finol [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 25, 2002
Hello,
Recently, I wanted to make the players shoots dependant of their accuracy
and the weapon they carry. I've added a m_precision // m_accuracy in
english :D variable to CBasePlayerWeapon and CBasePlayer. I set them
correclty in my Gamerules. So, all right.
The problem I'm encountering with
Ahh, your right. I checked in the Steam Cache folder and it turns out not
the whole game was in there. Alright, so my bad, i didn't download all of
the game in under 5 mins.
But that doesn't change my mind, i still think its a great idea.
- Original Message -
From: Steven Guy [EMAIL
Cortex
What you need to remember is that most of the methods in CBasePlayer and
CBaseWeapon on the client side are just empty stubs that do nothing, or if
they do something, they need to do it using different information than on
the client side. I ran into the same problems as you when I was
Ya, i'm interested in when it might be available to us. Because my mod
really requires higher poly count, cause right now it looks like crap but
runs good. So if i could mak it look a bit better and still run good that
would be great :D
- Original Message -
From: Georges Giroux [EMAIL
Mind me, but what do you think of using one of the unused params for the
events?
If I remember correctly there are at least two vector params...
- Original Message -
From: Commando [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 25, 2002 8:27 PM
Subject: Re: [hlcoders] arg,
Recently, I wanted to make the players shoots dependant of their accuracy
and the weapon they carry. I've added a m_precision // m_accuracy in
english :D variable to CBasePlayerWeapon and CBasePlayer. I set them
correclty in my Gamerules. So, all right.
The problem I'm encountering with the
I just found a horrible hack in the SDK that has been causing weird
problems for my mod and I thought I should post it here in case anyone runs
into similar problems. Some of the weapons in my mod depend on multiple
bodies in the model. In the 2.0 SDK, the body got sent automatically
whenever
At 12:56 PM 25/03/2002 -0800, you wrote:
This was done for the HLDM weapons, you can always remove that bit of code
for your own mod use.
I tried that, but then the wrong animation played sometimes when the player
spawned. That may be an artifact of our class selection system and the
fact
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
// externals.h used in both mp.dll and client.dll
// resides in mp.dsw folder and added from thisd irectory to client.dll
struct SpecieWeaponInformation
{
public:
char
Well, my problem is sorta on both world poly and model poly counts. Because
my mod requires large map areas, though not so detailed. The amount of
models that will be on screen causes me to have a limited amount of polys
per model.
In other words, there will be too much going on to have nice
If you have models that don't animate - such as lamps, trash cans, etc. -
then even making them cyclers is expensive. Just encoding the
pev-animtime and pev-frame can eat up tons of network (even single player)
and CPU bandwidth when you have a lot of them visible. To get that overhead
back,
Coming from a design point of view you can't rely on models very much for
world geometry since they are lighted universally when placed in the world.
Strangely enough I've noticed that while fixed light that are compiled in
RAD universally light models the temporary lights casued by explosions
Me again,
Just to steer this back towards my original question,
is there a time interval when the CZ tech will be released
for mod makers? (ie 3 months after the game goes retail?)
Thanks!
Georges
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris
Yeah, that's what I thought too... I took a look at delta.lst (I posted the
question about delta.lst a few days ago :) ) but I really have no idea where
I should add the DEFINE_DELTA line :( I think that there are only encoded
structures in delta.lst, not a whole class (CBaseEntity). Am I wrong ?
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