It seems to impact it a little bit but I have such a good video card
that I can't see a difference.
On May 21, 2010, at 6:04 PM, Dexter dex...@linux.com wrote:
Glad you got it working! I'm looking for something similiar in
effect, but
isn't doing so many tracelines performance
That's valve sdk tools for ya ;)
James
On Jun 17, 2009, at 12:21 AM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
Well the VGUI is fixed, but it has problems. :(
Sometimes when I open it I can't click on anything. I can
occasionally drag
the model or something around (Becomes a
I'm working on getting the Physics Gun (physgun) to work again, and one step of
that is getting it to play the model's draw sequence when the player picks it
up or switches to it in inventory. How can i do this?
Unrelated to the topic title, i can't seem to get the beam that comes out of
the
there? Or check some baseclass.
The last one sounds like you messed something up related to model
attachments on view models, maybe screwed up a few vectors or whatever,
but
I am not sure what you mean.
- Original Message -
From: James Keith jimmy4...@gmail.com
To: hlcoders
I can't find where the sentry defines the type of bullet it shoots out in it's
source code. If i wanted to say, change the thing it shoots out to crossbow
ammo or shotgun ammo, how would i go about doing that? I know SMOD has turrets
that fire crossbow bolts, lasers, and a bunch of other stuff,
6:07 PM
Subject: Re: [hlcoders] Making the sentry turret fire other types of ammo?
You probably have to change CNPC_FloorTurret::Shoot (it's in
npc_turret_floor.cpp).
On Thu, May 7, 2009 at 11:54 PM, James Keith jimmy4...@gmail.com wrote:
I can't find where the sentry defines the type
on topic a bit wasn't the grain in the shadows introduced by
valve because of nvidia (forcing a cheaper version to be used) cards
that could not handle the newer flashlight effect in EP2 without lag?
On Mon, Apr 27, 2009 at 4:00 PM, James Keith jimmy4...@gmail.com
wrote:
Once again, thanks
at 8:38 PM, James Keith jimmy4...@gmail.com
wrote:
Suddenly this thread is more derailed than episode 2's train :/
Sent from my iPod
On Apr 26, 2009, at 11:33 PM, Tony Paloma drunkenf...@hotmail.com
wrote:
Everyone does it.
Sent via BlackBerry by ATT
Do you Yahoo
Mind telling how?
Sent from my iPod
On Apr 26, 2009, at 4:28 AM, Cory de La Torre gear@gmail.com
wrote:
Yeah, actually you can.
http://farm4.static.flickr.com/3191/3105446548_0633fab3e1.jpg
On Sat, Apr 25, 2009 at 3:02 PM, James Keith jimmy4...@gmail.com
wrote:
I've heard
Yes my iPod automatically adds that to the end, it's really stupid.
I don't think the grain is shader based, because it appears on all types of
materials, so it leads me to believe it's code based to grain on all
entites. Dunno. If certain people would've actually told me how to do it
instead
:
Way to derail the question guys.
On Sun, Apr 26, 2009 at 1:28 PM, James Keith jimmy4...@gmail.com
wrote:
Yes my iPod automatically adds that to the end, it's really stupid.
I don't think the grain is shader based, because it appears on all
types of
materials, so it leads me to believe it's
I've heard the grainy edges of shadows from env_projectedtexture and your
flashlight (same thing, right?) are code-based, and yet i've also heard they're
shader-based. In either case, is there any way to remove them to make them
hard-edged shadows? The grain is really bad up close, and for my
?
- Original Message -
From: James Keith jimmy4...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Wednesday, April 15, 2009 3:53 AM
Subject: Re: [hlcoders] npc_surface - Could VALVe
kindlyprovidethesourcecode
to this awesome test entity
...@list.valvesoftware.com] On Behalf Of James Keith
Sent: Wednesday, April 15, 2009 7:22 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] npc_surface - Could
VALVekindlyprovidethesourcecodeto this awesome test entity?
Upon further investigation, valve will most likely not give
don't see why letting people experiment with
it is a good thing, especially in Source's code. Just something to think
about.
On Mon, Apr 13, 2009 at 7:10 PM, James Keith jimmy4...@gmail.com wrote:
Darn. I really wanted that!
Thanks,
James.
- Original Message -
From: Tobias
AM
Subject: Re: [hlcoders] npc_surface - Could VALVe kindly
providethesourcecode to this awesome test entity?
Wasn't it just a bunch of env_cubemap spheres floating about?
garry
On Tue, Apr 14, 2009 at 11:59 AM, James Keith jimmy4...@gmail.com wrote:
Fine, you code up a NPC that has
I know this is probably going to sound kinda silly, but could someone
contact valve (sending this to gabe would seem kinda fruity, i have no idea
who to ask) and see if we can get the source code to npc_surface? It was a
npc from the particle benchmark that had the properties of a liquid, and
provide the
sourcecode to this awesome test entity?
I asked Mike Durand for this a long time ago.
Hi Tobias-
Sorry. That file isn’t part of the SDK distro. In fact, I’m not sure that it
is even being used internally at this point. It was an old experiment.
-Mike
/ScarT
2009/4/14 James Keith
Alright, with a little help i got it to splash on the ground. Yay!
But i have an issue. I can't get this to splash on glass. I can't figure out
why.
Here's my code:
if ( m_Splashes.Count() 99 )
{
if ( RandomInt( 0, 100 ) r_RainSplashPercentage.GetInt() )
{
that.
On Thu, Apr 2, 2009 at 3:36 PM, James Keith jimmy4...@gmail.com wrote:
Alright, with a little help i got it to splash on the ground. Yay!
But i have an issue. I can't get this to splash on glass. I can't figure
out
why.
Here's my code:
if ( m_Splashes.Count() 99
I think this was posted before, but how do i fix this?
Short and to the point,
James
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: grenade_frag.cpp(409) :'HandleInteraction'
: is not a member of 'CBaseGrenade'
This has been posted before, someone mentioned they fixed it but never
specified how.
2009/3/29 James Keith jimmy4...@gmail.com
I think this was posted before, but how do i fix this?
Short and to the point,
James
I see no normal2ssbump, where is it?
- Original Message -
From: Benjamin Davison benjamindavi...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Monday, March 16, 2009 8:21 PM
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
I can't seem to
...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com
] On Behalf Of James Keith
Sent: March-16-09 8:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
I see no normal2ssbump, where
for the
inconvenience.
-Mike
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James
Keith
Sent: Thursday, March 05, 2009 6:51 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders
-
From: James Keith jimmy4...@gmail.com
To: hlcoders@list.valvesoftware.com
Sent: Friday, March 06, 2009 3:51 AM
Subject: [hlcoders] Particle editor still broken
I messaged the board about this, but it seems to have been lost in
space.
Is valve working
I messaged the board about this, but it seems to have been lost in space. Is
valve working on this?
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I can confirm this too. Come on valve, get on the ball.
-Stealth/Jimmy422
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