Re: [hlcoders] Sprite File Format

2002-10-28 Thread Francis \DeathWish\ Woodhouse
The Quake Specifications - http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm - contain the full specification of the SPR file format, providing that the format hasn't changed since Quake. This might be easier to work with than hacking it out of the files. Francis DeathWish

[hlcoders] Fog in Software Mode?

2002-10-28 Thread [EMAIL PROTECTED]
All: I have been able to create fog in hardware mode but not software. Has anyone been able to create fog (or a resonable facsimilie of it) for the software mode? If so, can you send any hints or suggestion on how to do it? Thanks, Scott ___ To

[hlcoders] Specific clip entity brush for players

2002-10-28 Thread Sniper
Is it possible to block players through something like playerclip and allow monsters to pass through? Currently Half-Life has: A standard clip brush which blocks players and monsters. A monsterclip entity-brush which blocks monsters but allows players to pass through. I can't seem to figure out

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread botman
I have been able to create fog in hardware mode but not software. Has anyone been able to create fog (or a resonable facsimilie of it) for the software mode? If so, can you send any hints or suggestion on how to do it? Sprites, lots and lots of sprites (or using Triangle API to draw tiny

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Josh Coyne
could you layer colored quads using billboard code? Wouldn't that be faster ? granted it wouldnt be as smooth as GL fog but it'd probably look similar. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 28, 2002 11:56 AM Subject: Re: [hlcoders]

Re: [hlcoders] Sprite File Format

2002-10-28 Thread Josh Coyne
probably safer just to use sprgen.exe source. I'm fairly sure the format has changed somewhat, considering Quake used a global palette whereas in HL it's per-texture/sprite - Original Message - From: Francis DeathWish Woodhouse [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday,

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Persuter
It would probably be rally slow though, TriAPI slows down like crazy with large additive transparency sprites. Persuter At 12:26 PM 10/28/2002 -0500, you wrote: could you layer colored quads using billboard code? Wouldn't that be faster ? granted it wouldnt be as smooth as GL fog but it'd

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Phantom
fill rate and software blending are probably the main problems here, which is probably the reason why software fog doesnt exist - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 28, 2002 6:18 PM Subject: Re: [hlcoders] Fog in Software Mode?

[hlcoders] Unable to run libraries made with gcc3.2 under RH8.0

2002-10-28 Thread Matthew Lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to compile and run their mod using gcc3.2 under RH8.0? I recompiled my mod with no errors, but the resulting modules no longer run. It either core dumps, or I get the missing API

Re: [hlcoders] Unable to run libraries made with gcc3.2 under RH8.0

2002-10-28 Thread Phantom
need to install gcc-2.96 and change the make file I had the problem recently /me huggles MDK9.0 - Original Message - From: Matthew Lewis [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 28, 2002 6:33 PM Subject: [hlcoders] Unable to run libraries made with gcc3.2 under RH8.0

Re: [hlcoders] Unable to run libraries made with gcc3.2 under RH8.0

2002-10-28 Thread botman
Has anyone been able to compile and run their mod using gcc3.2 under RH8.0? I recompiled my mod with no errors, but the resulting modules no longer run. It either core dumps, or I get the missing API error. I've tried compiling with both gcc and g++ with the same results. Run the dedicated

Re: [hlcoders] Specific clip entity brush for players

2002-10-28 Thread Caleb 'Ghoul' Delnay
Not a real programming solution, but a trigger_push with a push equal to the players walk speed, 270. And I believe a monster clip brush just stops nodes from connecting to eachother, or so I've heard. Caleb 'Ghoul' Delnay Project Leader: Kill Or Be Killed http://www.llamanade.net/kobk/ -

Re: [hlcoders] Specific clip entity brush for players

2002-10-28 Thread Sniper
Actually, a monsterclip entity-brush does a full block on monsters. They can't go through it, even if they were pushed towards it's direction. That trigger_push idea might be good to experiment with. Thanks. -Sniper - Original Message - From: Caleb 'Ghoul' Delnay [EMAIL PROTECTED] To:

Re: [hlcoders] Specific clip entity brush for players

2002-10-28 Thread Jeff Fearn
Is it possible to block players through something like playerclip and allow monsters to pass through? Currently Half-Life has: A standard clip brush which blocks players and monsters. A monsterclip entity-brush which blocks monsters but allows players to pass through. I can't seem to

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread shimms
The water-hack fog seems to work pretty well in Software Mode. Michael Shimmins fill rate and software blending are probably the main problems here, which is probably the reason why software fog doesnt exist - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread botman
The water-hack fog seems to work pretty well in Software Mode. Except for the sounds becoming muffled (which is an engine water effect), and forcing you to modify the water physics to behave like land physics. Jeffrey botman Broome ___ To

RE: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Michael Shimmins
You don't actually have to do that, nor do the sounds seemed muffled. By just tricking the client into thinking you are in water, the engine doesn't do the standard stuff it would other wise do. We got water fog happening with about 3 lines of code modification on server side, and a bit of