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This is a bad one D: A few of BGII's players have gotten kicked because an
admin has looked in spectator mode and seen them shoot somewhere they appear
not to be looking(we are missing the up/down angle) xD
It's just a missing network variable
So I never tried it, but I was thinking of doing the same thing for a medical
simulation I was working on a while back. Specifically, I wanted the player to
be able to place and use a stethoscope (done as a weapon) while watching an EKG
type readout.
Good luck on it, it would be worth giving it
Has anyone succeeded at vectorized aiming?
As far as I know, the people over at Hull Breach (www.hull-breach.com)
use or have used this way of aiming. I personally prefer the old
method, but maybe you could go over to their forums for more help?
Tjoek
Did you compile the game_shader_generic_sample project, and did it
copy the game_shader_generic_sample.dll to your mod's bin directory?
That I did, but it still wasn't working. I've tried again though and it
*seems* to be working now. I think I may of missed a step or done
something in the wrong
I've been playing around with the included Source engine shaders to try
and produce a client side effect. So far so good, although their not
doing *quite* what I'm after.
Current issues are:
- downsample_nohdr shader darkens the image.
- blurx and blury filters seem do be DirectX 9 only.
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I made a really simple HLSL tutorial a while back.. it explains a few of the
basics of HLSL
http://www.facewound.com/tutorials/shader1/
Basically, with regards to making HL2 Shaders these would be the steps..
Make/edit shader's cpp file
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Once you have compiled the shaders, howdo you assign the shaders to the map
or scene?
On 1/30/06, Garry Newman [EMAIL PROTECTED] wrote:
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I made a really simple HLSL tutorial a while back..
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Use the shader on a texture through it's VMT. If you want to apply it to
the entire scene you create a VMT that uses your shader and the
'%noToolTexture 1' line then overlay it on the screen from view_scene.cpp.
Then you can use a conditional to
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You're right about having to be looking the same way as the gun, you pretty
much have to make the gun part of you, or you will miss every time. This
sort of aiming system you are talking about would feel more at home on a
console system or
I don't think that is possible. The low-level direct sound code is
certainly not exposed in the source SDK.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Michael Kramer
Sent: Sunday, January 29, 2006 8:15 PM
To: hlcoders@list.valvesoftware.com
It would still be possible to do it if you are willing to completely re-code
the sound system... it'd take quite a lot of work.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
Sent: Monday, January 30, 2006 9:10 PM
To:
On Sun, 2006-01-29 at 00:24 +1000, Jason Houston wrote:
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Hmm now you are getting complex. I guess you could allow the player to 'lock
on' to a target using a key, then the game could give that sort of
information through sound. I'm not sure
I'd also like to add the fact that adding more precision (in the
SendPropQAngles) to a higher bit (instead of 13) can eliminate some of the
issues some of you have with the up/down angle.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston
Sent:
Hah, thanks for giving me a reason to hunt this one down. The Forsaken
testers have been after me a while to fix it... anyways... here you go. A
fix.
Step 1: In PlayerState.h around line 34 change:
QAngle v_angle;
To
CNetworkQAngle(v_angle);
Step 2: In player.cpp
You don't have to look down the sights in order to aim a gun. Yeah, it's
better...for me...and most people. But some people can just hold a gun out
and aim without actually looking down the sights. The kind of aiming this
person is wanting sounds like it would fit really well in an old western
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