Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread James Keith
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

Re: [hlcoders] Source SDK Beta Concluded

2009-06-16 Thread James Keith
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

[hlcoders] Setting a weapon to play the draw sequence when it is selected/picked up?

2009-05-10 Thread James Keith
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

Re: [hlcoders] Setting a weapon to play the draw sequence when itisselected/picked up?

2009-05-10 Thread James Keith
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

[hlcoders] Making the sentry turret fire other types of ammo?

2009-05-07 Thread James Keith
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,

Re: [hlcoders] Making the sentry turret fire other types of ammo?

2009-05-07 Thread James Keith
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

Re: [hlcoders] Grainy edges on flashlight shadows - can theybe removed?

2009-04-28 Thread James Keith
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

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-27 Thread James Keith
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

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread James Keith
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

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread James Keith
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

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread James Keith
: 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

[hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-25 Thread James Keith
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

Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity?

2009-04-15 Thread James Keith
? - 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

Re: [hlcoders] npc_surface -Could VALVekindlyprovidethesourcecodeto this awesome test entity?

2009-04-15 Thread James Keith
...@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

Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity?

2009-04-14 Thread James Keith
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

Re: [hlcoders] npc_surface - Could VALVe kindly providethesourcecode to this awesome test entity?

2009-04-14 Thread James Keith
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

[hlcoders] npc_surface - Could VALVe kindly provide the source code to this awesome test entity?

2009-04-13 Thread James Keith
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

Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity?

2009-04-13 Thread James Keith
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

Re: [hlcoders] Spawning particle systems at the end of func_precipitation randrops when they collide with props or brushes - how?

2009-04-02 Thread 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() ) {

Re: [hlcoders] Spawning particle systems at the end offunc_precipitation randrops when they collide with props orbrushes - how?

2009-04-02 Thread James Keith
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

[hlcoders] SDK Beta: grenade_frag.cpp(409) : 'HandleInteraction' : is not a member of 'CBaseGrenade'

2009-03-29 Thread James Keith
I think this was posted before, but how do i fix this? Short and to the point, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] SDK Beta: grenade_frag.cpp(409) :'HandleInteraction' : is not a member of 'CBaseGrenade'

2009-03-29 Thread James Keith
: 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

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread James Keith
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

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread James Keith
...@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

Re: [hlcoders] Particle editor still broken

2009-03-11 Thread James Keith
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

Re: [hlcoders] Particle editor still broken

2009-03-06 Thread James Keith
- 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

[hlcoders] Particle editor still broken

2009-03-05 Thread James Keith
I messaged the board about this, but it seems to have been lost in space. Is valve working on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Particle editor still broken

2009-03-01 Thread James Keith
I can confirm this too. Come on valve, get on the ball. -Stealth/Jimmy422 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders