Garry has mentioned he has messed with cell-shading at his blog.
http://www.garry.tv/?p=255
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Thanks a bunch! :)
That should make things a lot less complicated. I would love to hear
more about it. One question that immediately comes to mind is: Does
this mean that hosting the SDK code publicly is no longer a problem?
Or it would be necessary to set up the system so that the only place
What do you mean so that it is all modified, Nate? And now that I
think about it, it's not an option to start from a specific version of
the SDK and diff that. How would everyone coordinate with that since
you don't get to choose which version of the SDK Steam downloads?
Also, it wouldn't be in
So, since sourceforge works with CVS, all I have to do is use CVS to
make diff files and then let the sourceforge's CVS system handle them
as it would normal source code files. The end result on sourceforge
would be CVS doing diff files of diff files that were created by the
local copy of CVS. It
Thanks for the tips, Jason. The problem is that I have to do more than
just that; I also have to find a convenient and universal way to do
it, since these diff files will be uploaded on sourceforge and used by
other people that want to contribute to the project. I'll have to do
it in such a way
Hello (again),
I've started my open source mod on sourceforge. I figured out their
terrifying way of dealing with code submissions and now I'm working on
a way to manage the code using diff files. I downloaded sfk (as Mike
suggested) and I understand that it can be used to apply patch files
to
Err... sorry to be bothering you again with this matter.
I've been doing a bit researching about the open source mods you
mentioned. I could find their releases and their source code but I
couldn't understand how they did their open-source development. I
didn't find them registered to any sites
Hello,
I'm thinking of starting an open source mod for Source. Can someone
please inform me about Valve's policy on the matter? I'd imagine that
I'm not supposed to put up the source code like that, but I think it
could work well with just diff files, right?
I'm looking forward for an answer.
Thank you everybody for your answers! :)
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SetAbsVelocity gets me the same results. The player only moves when
something touches him while he is completely still.
That's the code I use:
void CBasePlayer::Touch( CBaseEntity *pOther )
{
if ( pOther-GetClassName()==CAI_BaseNPC)//mario!
{
Thanks for your answer. I tested adding
SetGroundEntity( NULL );
before the SetAbsVelocity call and when that didn't work, I tried
SetGroundEntity( NULL );
pOther-SetGroundEntity( NULL );
but it still doesn't work correctly. I should had known before trying
as one of my previous tests included
My problem keeps getting weirder and weirder. I found out that
ApplyAbsVelocityImpulse will work and the player's velocity will
change as long as the player doesn't move when he touches the other
entity. I thought that was strange and I tried to counter it by
forcing the player's velocity to zero
Hello,
I'm making a Mario mod and for now I'm experimenting in implementing
various mario game play mechanics. I'm using the normal zombie as a
test subject for now. What I did was to make the zombie kill the
player when it touches him unless it is touched from above, in which
case it's the
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