[hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Vyacheslav Djura
Hello, does anyone know if Half-Life 2 will support OpenGL / OpenGL 2 ? Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Tony \omega\ Sergi
Doesn't the fact that its directx 9 kind of clue you in as to what API it is? Where it requires dx6, and is scalable up to dx9. thus, its all dx. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Waldher Sent:

Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread tei
__About Will be sad if HL2 will not have a linux dedicated servers. For perfomance, and popularity issues. __Some Guess___ But I guess Valve will have to fix a lot of mistakes that windows coders make: This is from a valve BSP file :

[hlcoders] clientside weapon prediction

2003-09-11 Thread Rockefeller
hi, when trying to do some advanced weapon coding i discovered a strange behavior of the client weapon prediction. I'm using a counter in PrimaryAttack(). On the server everything works perfectly, but on client the counter is almost always wrong. Now here's the problem: PrimaryAttack() gets

Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread Phantom
why would a DX9 windows CLIENT stop there being a linux SERVER, its totaly unrelated. btw, just coz things are described as being for DX6 card to DX9 cards doesnt mean it wont use OGL, its just easier to work out which cards are which DX class hardware than it is to work out what OGL version a

Re: [hlcoders] clientside weapon prediction

2003-09-11 Thread Pat Magnan
I don't think this is reproducible in a clean SDK when I did it (had to keep setting the silly cl_lw cvar on for some reason, until it decided to 'stick' -- third time's the charm.. ;)). But, that line prints exactly once per primary attack. I made the absolutely most minimal mod possible (dlls,

Re: [hlcoders] clientside weapon prediction

2003-09-11 Thread Pat Magnan
I was wrong.. it calls it several times if you're on a network game ;). So i see your problem as well. At 10:13 PM 9/11/2003 -0400, you wrote: I don't think this is reproducible in a clean SDK when I did it (had to keep setting the silly cl_lw cvar on for some reason, until it decided to 'stick'

Re: [hlcoders] clientside weapon prediction

2003-09-11 Thread Cortex
You can use a static variable in PrimaryAttack client side. Then, you return from the function if not enough time has elapsed since your previous shot... =- Michaƫl Cortex Monerau -= Rockefeller wrote: hi, when trying to do some advanced weapon coding i discovered a strange behavior of the