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so in the Advanced SDK that would remove the need for the networked angles
from the SDK_Player class.
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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
@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
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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
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
@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
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
: [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
--
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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
: 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
@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
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[ 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
@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
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
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
]
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
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.
- 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
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
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