Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-11 Thread Andrew Ritchie
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

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-11 Thread Olly
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

[hlcoders] Explosion effects

2009-01-11 Thread Yorg Kuijs
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

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-11 Thread Acolyte Of the Milkman
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.

Re: [hlcoders] Explosion effects

2009-01-11 Thread Ryan Sheffer
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: