Re: [hlcoders] First Person Spectator

2006-02-14 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] so in the Advanced SDK that would remove the need for the networked angles from the SDK_Player class. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] First Person Spectator

2006-02-14 Thread Ben Everett
In theory, yes... although I don't know how well that will work in action. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (Bromfitsen) Sent: Tuesday, February 14, 2006 9:59 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First

RE: [hlcoders] First Person Spectator

2006-02-13 Thread Ben Everett
@list.valvesoftware.com Subject: RE: [hlcoders] First Person Spectator Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle

Re: [hlcoders] First Person Spectator

2006-02-04 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] Sorry for bringing up such an old topic but I'm not sure how many people have this working, so I'll offer up my solution. Note this is a bit of a hack and as far as I know only works in the advanced SDK. Also you'd probably be better off moving

RE: [hlcoders] First Person Spectator

2006-01-31 Thread Adam \amckern\ Mckern
some of the issues some of you have with the up/down angle. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: Monday, January 30, 2006 11:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator

RE: [hlcoders] First Person Spectator

2006-01-31 Thread Chris Janes
@list.valvesoftware.com Subject: RE: [hlcoders] First Person Spectator Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle

Re: [hlcoders] First Person Spectator

2006-01-31 Thread David Lisuk
Of Ben Everett Sent: 31 January 2006 03:45 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] First Person Spectator Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1

Re: [hlcoders] First Person Spectator

2006-01-31 Thread Aaron Schiff
: [hlcoders] First Person Spectator Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle

Re: [hlcoders] First Person Spectator

2006-01-30 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable

RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
: Monday, January 30, 2006 11:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot

RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
@list.valvesoftware.com Subject: Re: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we

[hlcoders] First Person Spectator

2006-01-29 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Anyone that has fixed the first person spectator bug remember offhand what it was needed fixed? The bug I'm referring to specifically is the spectator bug that causes the camera not to rotate with the player you are spectating(first person

RE: [hlcoders] First Person Spectator

2006-01-29 Thread Chris Janes
@list.valvesoftware.com Subject: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] Anyone that has fixed the first person spectator bug remember offhand what it was needed fixed? The bug I'm referring to specifically is the spectator bug that causes the camera not to rotate

RE: [hlcoders] first person spectator cam

2003-01-03 Thread Mark Gornall
Did you get the fov working in first person spectator mode? All I want to do is copy the fov from the person you're watching (using the g_iUser2 variable I imagine) to the current client. I wanted to refresh it in view.cpp, I tried accessing it using pparams, entity states, curstate etc but can't

[hlcoders] first person spectator cam

2003-01-02 Thread Mark Gornall
Hi, I use the sdk2.3 first person spectate cam when you are dead (like CS). You can see the gun model of the person you are spectating fire but there is no reload anim played when the player reloads. Nor does the fov change when they zoom. Both these things work in CS's cams, I was wondering if

Re: [hlcoders] first person spectator cam

2003-01-02 Thread Ben Banfield
] To: [EMAIL PROTECTED] Sent: Thursday, January 02, 2003 10:23 AM Subject: [hlcoders] first person spectator cam Hi, I use the sdk2.3 first person spectate cam when you are dead (like CS). You can see the gun model of the person you are spectating fire but there is no reload anim played when

RE: [hlcoders] first person spectator cam

2003-01-02 Thread Mark Gornall
Hi, I already use client side events for all weapons. I'm specifically talking about when your spectating someone else that view.cpp/hud_spectator.cpp doesn't know to play the reload or somehow my reload anim isn't linking up with the spectate code. Thanks, Mark.

Re: [hlcoders] first person spectator cam

2003-01-02 Thread Ben Banfield
- Original Message - From: Mark Gornall [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 02, 2003 3:50 PM Subject: RE: [hlcoders] first person spectator cam Hi, I already use client side events for all weapons. I'm specifically talking about when your spectating someone else

RE: [hlcoders] First Person Spectator mode

2002-10-08 Thread Pat Magnan
Ok Mark, since we're both working at the same problem in paralell, the V_FindViewModelByWeaponModel made sense and I sort of figured that out before seeing Brandon's reply. I just got the view setup correctly and the view models showing by changing this: (in V_CalcSpectatorRefdef, about line