Re: [hlcoders] Map Scaling

2006-06-12 Thread Tim Holt
Er yea John sory :) That's pretty sweet looking - I'd done some 1/8 scale stuff for larger terrain but 1/40 - impressive! I never did have any (or see any) physics issues but then I didn't stress it much. I did at one point forget to rescale the weapons and it's pretty amusing to see some guy

[hlcoders] Own coded animations

2006-06-12 Thread jl
Hi, everyboy. I have a little question about hack animations included in the model with code. For example, some animation is walking with preconfigured walk in ACT_WALK, but i want to raise his arm always to a certain position instead the normal animation position. I want him to catch an

[hlcoders] In-game VGUI screen

2006-06-12 Thread Gregor Brunmar
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I'm trying to implement a VGUI screen in-game, but have failed on the finish line I think... Here's the scenario: * I've created a vgui_screen entity in my level and set the panel name to

[hlcoders] Listen Server debugging.

2006-06-12 Thread Jay C.
Hey all, I'm wondering if anyone has tried to debug the CS:S listen server? I'm trying using the hl2.exe command line with arguments and every time it opens, both MSVC 2003 devenv.exe and hl2.exe resort to a Not Responding status and never come out of it. Has anyone else ever tried? Regards,

Re: [hlcoders] Map Scaling

2006-06-12 Thread Justin Krenz
Okay, so I found a much better way to handle the down scaling for my aircraft. I changed the phys_timescale to 0.125 to coincide with my new 1/8 scale instead of trying to modify gravity and the force of the engines and lift from the wings. Is this how you went about the scale down? The

Re: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread JG
I realize this is an old topic, but I have this same problem and can't find a solution. http://www.sourcemod.net/forums/viewtopic.php?t=3658 As you can see, the bounding box doesn't actually surround the whole model, so there lies the problem.. There's got to be a way to fix this since the

Re: [hlcoders] Listen Server debugging.

2006-06-12 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I use it more often than I use the srcds for debugging. My command arguments: -window -allowdebug -insecure -console -game cstrike +sv_lan 1 +maxplayers 16 +map as_test Grant (L. Duke) On 6/12/06, Jay C. [EMAIL PROTECTED] wrote: Hey all, I'm

RE: [hlcoders] Listen Server debugging.

2006-06-12 Thread Jay C.
Hl2.exe or steam.exe -applaunch? Steam.exe -applaunch seems to work except it always overwrites the gameinfo :\ -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of LDuke Sent: 13 June 2006 01:37 To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread Matt Boone
The regular trace will exclude a player as a target if the trace doesn't collide with the bounding box. It is possible to do an additional check on eligible players and force a trace against their hitboxes with enginetrace-ClipRayToEntity. That's per target player, so you can do extra work to

[hlcoders] Sticky player collisions fix

2006-06-12 Thread Teddy
Hi gang, I've been chasing down this bug for a long time, as it was wreaking havock with sword fighting in Dystopia, not to mention lots of people trying to get through a spawn door. I think I've finally found the cause of it, and a subsequent fix for it, which I'd like to share with you all:

Re: [hlcoders] Map Scaling

2006-06-12 Thread John Sheu
On Mon, 2006-06-12 at 19:13 -0400, Justin Krenz wrote: Okay, so I found a much better way to handle the down scaling for my aircraft. I changed the phys_timescale to 0.125 to coincide with my new 1/8 scale instead of trying to modify gravity and the force of the engines and lift from the