He means if the map uses models etc too. Isn't there a way to include
all that stuff into a bsp now?
--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
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Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/
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Lance Vorgin wrote:
Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/
Heh-heh!
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Jeffrey botman Broome
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, 2005 6:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Question about Precaching in Source.
Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/
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, 2005 6:24 PM
Subject: RE: [hlcoders] Question about Precaching in Source.
That's killing a flea with a thermonuclear bomb.
I was in the process of doing that, but it doesn't make sense why its not
like that in the first place :S.
- voogru.
-Original Message-
From: [EMAIL PROTECTED
To me it's a choice between hooking an exposed, globally accessible
interface func, or rooting through the engine for some func that will
move every update and differs on every platform, then figuring out the
proto and calling it correctly somehow. Bleh D:
In theory it's pretty simple, and I can
because it's annoying to play a game of CS and have it sound like UT,
q3, and a mash of a few movies and TV shows.
Seriously, how often will the sound be used, and would it _really_ add
something useful to the game? Every server adds the same damn doh
and multikill sound sets, but they invariably
Back in the good ole days of HL1, when you precached a file from the server,
this file was automatically added to some sort of list that when a client
connects, and he does not have the precached file, the server would send it
to him, or have him download it from the sv_downloadurl.
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