Re: [hlcoders] GetClientConVarValue

2006-03-23 Thread Garry Newman
: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

[hlcoders] Full scene material override?

2006-03-23 Thread ere wer
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

[hlcoders] Cartwheel jump/Rotate playerview

2006-03-23 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] Client-side touch prediction

2006-03-23 Thread Jorge Rodriguez
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

Re: [hlcoders] Why VectorNormalize?

2006-03-23 Thread Tei
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;

Re: [hlcoders] Why VectorNormalize?

2006-03-23 Thread Jorge Rodriguez
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] *=

RE: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-23 Thread Tony \omega\ Sergi
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 (

Re: [hlcoders] Client-side touch prediction

2006-03-23 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Full scene material override?

2006-03-23 Thread Garry Newman
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 -

Re: [hlcoders] Client-side touch prediction

2006-03-23 Thread Jorge Rodriguez
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Client-side touch prediction

2006-03-23 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Allrighty. Thanks for this :D On 3/23/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Can I ask what benefits this would serve? In my case, I'm doing some exotic

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-23 Thread Teddy
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

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-23 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] Cartwheel jump/Rotate playerview

2006-03-23 Thread Teddy
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: -- [ Picked text/plain from multipart/alternative ] Hello there! I'm currently working on singleplayer mod, and I've been asked to