Re: [hlcoders] Dedicated Server Release Essentials

2009-11-22 Thread Adam "amckern" McKern
You can disable resource checking, and dump everything all but the stuff that gets precached through the engine such as sounds, models, and textures. An exmple might be you ship your server mod with server.dll, and sound/comm/null.wav Owner Nigredo Studios http://www.nigredostudios.com

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Darien Hager
Matt Hoffman wrote: > Tom: Wouldn't particle systems overflow the edges of the brush? > > On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez wrote: > At least in TF2/Orange-box, there are two options you have from the particle editor. First, you can enable collision checks (with varying degre

Re: [hlcoders] Dedicated Server Release Essentials

2009-11-22 Thread Pagefile SYS
I think there's some kind of resource integrity checking, so server requires all resources, although it doesn't use them directly. 2009/11/23 Skillet : > This seems like a stupid question but what exactly does a dedicated server > require in terms of content?  I've noticed a few released mods that

[hlcoders] Dedicated Server Release Essentials

2009-11-22 Thread Skillet
This seems like a stupid question but what exactly does a dedicated server require in terms of content? I've noticed a few released mods that include everything from the client in their servers, but can VTFs and other things be excluded safely to reduce size? Thanks __

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Christopher Harris
You can pass in data to a particle system using control points through code, maybe you can use that to somehow setup the initialization property for deciding a rectangle to spawn the rain in. Maybe even in not using a rectangle, but accessing the brush's model representation and spawning randomly i

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Matt Hoffman
Those are info_particle_system's. On Sun, Nov 22, 2009 at 5:46 PM, Lech wrote: > I think there's rain/snow on some of the newest TF2 maps, no? > > On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro > wrote: > > Also, keep in mind that L4D2 uses a newer version of the particle > systems. > > I'm

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Lech
I think there's rain/snow on some of the newest TF2 maps, no? On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro wrote: > Also, keep in mind that L4D2 uses a newer version of the particle systems. > I'm not sure if Valve even plans on updating the old systems for Tf2 or for > the SDK. > > On Sun, N

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread James K
All I really need to do is create a particle system with each tracer the rain makes and parent it to that tracer, i just can't figure out how to do that... On Sun, Nov 22, 2009 at 5:40 PM, Michael Corsaro wrote: > Also, keep in mind that L4D2 uses a newer version of the particle systems. > I'm n

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Michael Corsaro
Also, keep in mind that L4D2 uses a newer version of the particle systems. I'm not sure if Valve even plans on updating the old systems for Tf2 or for the SDK. On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman wrote: > Tom: Wouldn't particle systems overflow the edges of the brush? > > On Sun, Nov 22

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Matt Hoffman
Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez wrote: > I haven't seen how they actually do it but I doubt they would use anything > but particles. Either way it would be very easy for you to do it with > particles. > > -- > Jorg

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Jorge Rodriguez
I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with particles. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Tom Edwards
Who says the entity doesn't create particle systems based on its X/Y area? Matt Hoffman wrote: > Except L4D uses func_precipitation for their ran which is a brush entity > (obviously). That's just slapping down info_particle_systems. ;) > > On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez wrote:

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Tobias Kammersgaard
Oh. Actually I'd like to see how L4D does do it (code wise). /ScarT 2009/11/22 James K > I wrote that. That just adds the splashes, the raindrops are still just > textured tracers, which I want to be particles. > > On Sun, Nov 22, 2009 at 1:02 PM, Tobias Kammersgaard < > tobias.kammersga...@gm

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Matt Hoffman
Except L4D uses func_precipitation for their ran which is a brush entity (obviously). That's just slapping down info_particle_systems. ;) On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez wrote: > L4D2 made all their weather effects with particles. Rain is a pretty easy > particle to make. Open

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Jorge Rodriguez
L4D2 made all their weather effects with particles. Rain is a pretty easy particle to make. Open up the particle editor and give it a shot. Just throw the particles down with some decent speed and remove them when they hit something. -- Jorge "Vino" Rodriguez _

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread James K
I wrote that. That just adds the splashes, the raindrops are still just textured tracers, which I want to be particles. On Sun, Nov 22, 2009 at 1:02 PM, Tobias Kammersgaard < tobias.kammersga...@gmail.com> wrote: > Someone posted some code for this on the VDC, but the effects are far from > L4D(2

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Tobias Kammersgaard
Someone posted some code for this on the VDC, but the effects are far from L4D(2)'s. http://developer.valvesoftware.com/wiki/Rain_splashes It also gives rather bad performance in my experience. /ScarT 2009/11/22 James K > func_precipitat