Re: [hlcoders] Vehicles in multiplayer

2007-09-06 Thread Christopher Harris
I fnally had a chance to solve this problem. And the only way I could get all my effects to properly display was to have the weapon firing code coexisting on server and client. In fact I also have the weapon pose parameter adjustment being performed on both the server and client. This alone

[hlcoders] increasing the model limit on a map

2007-09-06 Thread Minh
-- [ Picked text/plain from multipart/alternative ] I seem to have maxed out the modelprecache table, and the only way to fix the problem is to increase the modelprecache table. Unfortunately for me, this portion of code is not exposed in the SDK. Any chance we can expose this in a future version,

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Kevin Ottalini
I hear you ... I maxed out the entity limit on one map and it was only the beginning of what I wanted to do there. Yahn was kind enough to define the limit for the source engine: // How many bits to use to encode an edict. #define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Garry Newman
I'd also like to throw my hat into this ring. The max edicts too. On 9/6/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I seem to have maxed out the modelprecache table, and the only way to fix the problem is to increase the modelprecache table.

[hlcoders] Is there a problem with the HLDS list?

2007-09-06 Thread Mike Munoz
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not getting anything from the HLDS list since 8/29. I am getting mail from the coders and mappers list to the same address. I have posted to the HLDS list a few times in the past few days. Not only

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Nick
I have no idea what any of this stuff means. But more is better so I will go along with it, for now. On 9/6/07, Garry Newman [EMAIL PROTECTED] wrote: I'd also like to throw my hat into this ring. The max edicts too. On 9/6/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

RE: [hlcoders] Is there a problem with the HLDS list?

2007-09-06 Thread Keeper
I too haven't received anything from there since the 29th. Strange... -Original Message- From: Mike Munoz Sent: Thursday, September 06, 2007 9:35 AM Subject: [hlcoders] Is there a problem with the HLDS list? This is a multi-part message in MIME format. -- [ Picked text/plain from

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] The limits in general are seem so stupidly low it makes things frustrating. The entity/edict limits, the brush count limits for maps, etc. We haven't run into the entity limits, but I think every single map we've done has been an exercise of our

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Andrew Timson
On 9/6/07, Jeremy [EMAIL PROTECTED] wrote: The limits in general are seem so stupidly low it makes things frustrating. The entity/edict limits, the brush count limits for maps, etc. We haven't run into the entity limits, but I think every single map we've done has been an exercise of our

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] I doubt simply raising the brush limits and such would have insignificant performance effect and system requirements of already existing maps and mods. Maybe a couple megs of ram for the raised static buffer sizes and maybe larger indices, if

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Minh
-- [ Picked text/plain from multipart/alternative ] I think these limits were put in place to accomodate for the machine specs that were common during 2003. I think the average system these days has atleast a gig of RAM. Anyways, I'm hoping these limits can be increased to better reflect the

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] look at the system stats thing that gets updated every few months. that's why valve isn't updating dx7 anymore. On 9/6/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I think these limits were put in

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] Valve uses the results from their hardware survey (http://www.steampowered.com/status/survey.html) for a lot of their things, eventually their survey is going to show such low amount of low end users, its pointless still focusing on them that

RE: [hlcoders] Is there a problem with the HLDS list?

2007-09-06 Thread Tony Paloma
I haven't received anything either. I just assumed that nothing was going on. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Keeper Sent: Thursday, September 06, 2007 6:52 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Is there a problem

RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-06 Thread Tony Paloma
I think it's because that function is in an interface only for the client DLL. Can you not use IPlayerInfo? //-- --- // Purpose: Interface exposed from the engine to the client .dll

RE: [hlcoders] Is there a problem with the HLDS list?

2007-09-06 Thread Mike Durand
Our IT department is trying to figure out what is going on with that list. I'll let you know. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Thursday, September 06, 2007 10:15 AM To: hlcoders@list.valvesoftware.com Subject: RE:

RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-06 Thread Keeper
Nah I was looking for the spray CRC so I could log it in my plugin for a server admin. The server does know what this CRC is because the file name in the downloads is derived from it. Ahhh well, I'll keep digging. Maybe I can find something. I am too used to working on my mod and have to shift

[hlcoders] Hardcoded Iris colour (or zee eyes, zey do nothing!)

2007-09-06 Thread Jed
I've just noticed something setting up my character models. It seems that the iris texture which you set-up via the QC is ignored and the engine renders all the eyes with the default pupil_r and pupil_l colour. I've used my MDLTextureInfo too to confirm that it's writing the correct iris