Re[2]: [hlcoders] Steam HL1 custom menu

2006-09-12 Thread Vyacheslav Dzhura
Hello Jeffrey, Tuesday, September 12, 2006, 1:27:03 AM, you wrote: JbB From what I remember, there isn't any way to customise the menu JbB interface in HL1. Uhm I am talking about STEAM version of HL1, which has resource folder containing various .res files which can be modified and you can add

[hlcoders] Predicted VPhysics entity

2006-09-12 Thread Maurino Berry
I'm attempting to simulate physics for an entity on the client as well as the server (a type of vehicle) Everything works fine except what feels like the 'drag' is different on the client/server, they're set to ignore gravity so they are hovering and a single boost with ApplyForceCenter/Offset

Re: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] The client and server have different times and ticks so it's quite possible the 2 are different. Some more code would help. Also, you should make it an networked entity so the client predicts it but receives the right position from the server.

Re: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Maurino Berry
It is a networked entity. They use a shared CreateVPhysics method to initialize their physics objects to be identical. If the clientside representation of an entity has its own vphysics object it will not get forced changes from the server (which is what we want) but I can use GetAbsAngles/Origin

RE: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Jay Stelly
You can always EnableDrag(false) on your object to isolate the air density/drag from the motion of the object. If doing this fails to fix the problem, then it's not an air density issue. Other factors that could be different: damping, rotdamping: Make sure these are the same on your client and

[hlcoders] Incrase ammo and clip sizes?

2006-09-12 Thread Adam \amckern\ Mckern
Simple quistion, that i have yet to come across in my code time on source. How do i incrase the clip on the rpg to 6 rounds over 3? I have changed the default_clip to 6 in the script file but it still is not showing up, and also have changed all the refrences in the code that point to rpg_round

Re: [hlcoders] Incrase ammo and clip sizes?

2006-09-12 Thread Scott Loyd
Max Ammo / Player is defined in the ammo definitions. Valve puts that in *_gamerules.cpp //weapon_parse.cpp iMaxClip1 = pKeyValuesData-GetInt( clip_size, WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default) iMaxClip2 = pKeyValuesData-GetInt( clip2_size,

RE: [hlcoders] Incrase ammo and clip sizes?

2006-09-12 Thread Tony \omega\ Sergi
Edit the skill.cfg file that sets it to 3. and make it say 6. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Adam amckern Mckern [mailto:[EMAIL PROTECTED] Sent: September