Re: [hlcoders] linux compile - mod won't load issue

2009-04-18 Thread Sykes
Success !!! So thanks to a nudge in the right direction from valve.. we've resolved our problems with the linux library or our mod.. Embarrassingly I *only* needed to use the -r option of LDD to expose the fact I had an unresolvable symbol in my library. This was CSatchelCharge. I've not been

[hlcoders] Collision between Ar2 Balls and Gunships

2009-04-18 Thread Jonas 'Sortie' Termansen
Hey. In an attempt to invent some new gameplay, I tried launching the secondary fire on the Ar2 against a Combine Gunship. However the Ar2 Ball went straigth through the Combine Gunship for some reason, with no collision at all. I noticed both the Gunship and the Ar2 Ball have their own

Re: [hlcoders] Collision between Ar2 Balls and Gunships

2009-04-18 Thread Jay Stelly
I'm not looking at the code right now, but as I recall the ar2 energy ball is a vphysics object and only collides with other vphysics objects. The grenades have vphysics objects as well as tracelines so they can hit animated entities' hitboxes as well. The strider has bone followers so the ar2

[hlcoders] Hitboxes client side

2009-04-18 Thread Janek
Hi list, Yesterday I decided to display hitboxes to see where they are client side. I added my code at the end of RenderStart thus ensuring that all interpolation (I checked that players are in list of entities to interpolate and they are) and simulation are done. I thought these hitboxes will