:x
You can.
I think the problem is that it doesn't have the FAKECLIENT flag set
before it spawns. This was a problem for me in the old GMod - to fix
it you just add the flag in the part where it actually adds the bot to
the server.
On 3/23/06, Phyiscal Mayhem Bug [EMAIL PROTECTED] wrote:
Ok
Hi all,
Is it possible to override the materials for the
entire scene (brushes, models, particles - all)?
Many of the complicated screen-space effects need a
previous pass with some sort of custom data as input
(depth, normals, pos...) and I have not found a way to
make such pass.
I spend about 1
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Hello there!
I'm currently working on singleplayer mod, and I've been asked to create a
cartwheel jump-effect, which would require I rotate the players view, but
I'm have trouble figuring out how to rotate the view, anyone got any ideas?
Thanks
Client-side touch prediction is disabled in the standard SDK. I had some
need for it, so I stuck it in. Since it's non-trivial, and something
that shouldn't have to be written twice, I'm posting it here for
opinions and corrections. It's mostly just copied from the equivalent
server code. This
Theres the C version:
float VectorNormalize (vec3_t v){
float length, ilength;
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
length = sqrt (length); // FIXME
if (length) {
ilength = 1/length;
v[0] *= ilength;
Tei wrote:
Theres the C version:
float VectorNormalize (vec3_t v){
float length, ilength;
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
length = sqrt (length); // FIXME
if (length) {
ilength = 1/length;
v[0] *=
void CGameMovement::Accelerate( Vector wishdir, float wishspeed, float
accel )
{
int i;
float addspeed, accelspeed, currentspeed;
// This gets overridden because some games (CSPort) want to allow
dead (observer) players
// to be able to move around.
if (
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Can I ask what benefits this would serve?
On 3/23/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Client-side touch prediction is disabled in the standard SDK. I had some
need for it, so I stuck it in. Since it's non-trivial, and something
that
I was looking for something like this a while back but there doesn't
seem to be anything like it.
(I wanted to generate a normalmap of the scene)
On 3/23/06, ere wer [EMAIL PROTECTED] wrote:
Hi all,
Is it possible to override the materials for the
entire scene (brushes, models, particles -
Benjamin Davison wrote:
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Can I ask what benefits this would serve?
In my case, I'm doing some exotic movement code and I needed to predict
when the player touches something. I'm sure there's lots of other
applications that I can't think
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Allrighty. Thanks for this :D
On 3/23/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Benjamin Davison wrote:
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Can I ask what benefits this would serve?
In my case, I'm doing some exotic
Nice one omega, I'll give that a shot!
On 3/24/06, Tony omega Sergi [EMAIL PROTECTED] wrote:
void CGameMovement::Accelerate( Vector wishdir, float wishspeed, float
accel )
{
int i;
float addspeed, accelspeed, currentspeed;
// This gets overridden because some games
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Cool. Thanks for that. I'll give it a try soon too. Soulfather will be
pretty happy if we can make that jittery prediction bug go away :D
--
Draco
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Look in the baseplayer_shared at CalcViewRoll() function, you could
hax that up to make their view roll
On 3/24/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
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Hello there!
I'm currently working on singleplayer mod, and I've been asked to
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