Quake was made by id who made the engine... And UT3 is designed and built
as a middleware as much as an engine.
The easiest way to get programmers into Source is to just startup a project
and let them check out the SDK classes. It's a solid grounding point as you
see the highest level player
Microsoft already tried to compete with STEAM, it was called Games for
windows - Live... and it sucked. Again they tried to charge a subscription
which failed epicly.
I much prefer engines that are written in C++, they are much MUCH more
powerful than having to 1) Learn the syntax/structure of the
Hey list,
got animations working for my ammo pickup, now thought I'd try to change
the explosions.
but dear me how is it done?
a long time ago I tried this as well but then simply replaced
zerogexplode.vtf with another, it worked then but I can't seem to get it
to work now anymore.
in the
from what I've seen, each year the source engine becomes more easily usable
and feature rich. Valve takes the iterative process of asking what do we
need for this game? is it going to benefit the game? and can the users on
lower end machines handle it? when they're creating new features.
You will find all you need in:
This is where the client receives a message to create an explosion effect.
\src\game\client\c_te_explosion.cpp
This is where the effects themselves are made.
\src\game\client\fx_explosion.cpp
On Sun, Jan 11, 2009 at 7:35 AM, Yorg Kuijs yorg.ku...@home.nl wrote:
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