Hi
Thanks for the help Justin. Physics for a droping player would lag like
there is no end to the lag. aside from that i have read
gamemovement.cpp, also worth noting i have used hl2 graples befor and i
have smachball. i can see where the movement types are defined and will
try to make a new on
l4d, tf2, and OB engine update (Who knows if the sdk base has been updated?)
# Fixed an exploit that allowed files to be uploaded to the server at arbitrary
locations in the file system
# Fixed a server crash caused by a client packet claiming to be an HLTV client
when HLTV is disabled on the se
Hi, I am not sure where this function is what version of the SDK are you
using? I say this because the latest version doesn't have any class called
HudTargetID and every TargetID class that does exist, does not have an
OnThink function.
The TargetID is resolved in the top-level player class (C
Novint did most of the implementation work themselves, as I recall. They
were at E3 a few years back using an HL2 mod as their demo.
Matt Hoffman wrote:
> More popularity. If you see on the novient site it says "GAMES SUPPORTED: ".
> I'd assume it was a fairly easy implementation into Source, and
More popularity. If you see on the novient site it says "GAMES SUPPORTED: ".
I'd assume it was a fairly easy implementation into Source, and Valve
thought "Cool another way to get more customers and please existing ones",
so they went ahead and did it.
On Sat, Aug 22, 2009 at 1:49 PM, Jorge Rodrig
The guys at Novint probably had something to do with it.
--
Jorge "Vino" Rodriguez
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I still don't understand why they added support for the Novint Falcon.
Does anybody actually use it?
On 22 Aug 2009, at 21:34, Tom Edwards wrote:
> Afraid not. It's still on the original OB branch, which hasn't been
> updated since Novint Falcon support was added.
>
> Christopher Harris wrote:
Didrole is right here. The OB SDK is using an older protocol version
than what TF2/DOD:S run on.
Didrole wrote:
> Wrong
>
> 2009/8/22 Christopher Harris
>
>
>> If you are using the OB SDK Base then I believe it uses the same engine as
>> TF2 and DOD:S.
>>
>> Chris
>>
>> -Original Message-
Afraid not. It's still on the original OB branch, which hasn't been
updated since Novint Falcon support was added.
Christopher Harris wrote:
> If you are using the OB SDK Base then I believe it uses the same engine as
> TF2 and DOD:S.
>
> Chris
>
> -Original Message-
> From: hlcoders-boun
Wrong
2009/8/22 Christopher Harris
> If you are using the OB SDK Base then I believe it uses the same engine as
> TF2 and DOD:S.
>
> Chris
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
>
If you are using the OB SDK Base then I believe it uses the same engine as
TF2 and DOD:S.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Friday, August 21, 2009 7:02 PM
To: Discussion o
I meant funny in that if this was what made them aware of it then I suspect
that if the person who discovered these exploits notified Valve it would
have been fixed all the same.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoft
I was trying to clean up this:
trace_t tr;
Vector vecDir;
AngleVectors( p->EyeAngles(), &vecDir );
Vector vecStart = p->EyePosition();
Vector vecStop = vecStart + vecDir * MAX_TRACE_LENGTH;
UTIL_TraceLine( vecStart, vecStop, MASK_SOLID, p,
COLLISION_GROUP_NONE, &tr );
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