As it turns out animation with the vgui is very limited , it really only
updates about 10 times a second (this Is just an estimate, im not sure what
the actually number is) however, I changed it and made the little player's
sprites and it runs VERY smooth now, just as smooth as cs. I will add some
] On Behalf Of Kyle
Sent: Tuesday, 25 November 2003 9:03 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question
I run a website with more active members then wavelength, we have most posts
then wavelength and more threads, So when I call you a nazi just know its
from someone
Rockefeller wrote:
Kyle wrote:
But you gota admin omega, my nazi account with your name with the
swastika
avatar was damn funny!
It might be the fact that i'm german, but i don't see ANY fun in calling
someone a nazi, in no case. Never.
Rockefeller
I hate people with skin no power of 2 :D
: [hlcoders] Client side radar question
Good call, I will use that.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan
Sent: Monday, November 24, 2003 4:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question
extern vec3_t
8:42 PM
Subject: RE: [hlcoders] Client side radar question
Ok, I found the problem. The problem was not with the client angles or
origin being updating, I was using the VGUI. Meaning I was using small
little rect's as players and updating the position of each one on a label.
As it turns out
with people
when you don't understand something.
-omega
http://www.frontline2.com
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Kyle
Sent: November 24, 2003 3:43 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question
] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Tom Taylor
Sent: November 25, 2003 1:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question
im not sure that the client knows the position of all of the players,
you
are only sent data from players in your current VIS group
: Re: [hlcoders] Client side radar question
im not sure that the client knows the position of all of the players, you
are only sent data from players in your current VIS group afaik so a client
side radar would be rather limited
- Original Message -
From: Kyle [EMAIL PROTECTED]
To: [EMAIL
]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Tuesday, November 25, 2003 10:47 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question
We banned you because you kept attacking admins, and then created 3
accounts to call me a nazi.
If you don't understand why
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Client side radar question
Good call, I will use that.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RDG
O'Sullivan
Sent: Monday, November 24, 2003 4:19 PM
To: [EMAIL PROTECTED]
Subject: Re
Kyle wrote:
But you gota admin omega, my nazi account with your name with the swastika
avatar was damn funny!
It might be the fact that i'm german, but i don't see ANY fun in calling
someone a nazi, in no case. Never.
Rockefeller
___
To unsubscribe,
LOL, The word is more of Cliché here, I did not mean to offend anyone.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rockefeller
Sent: Tuesday, November 25, 2003 3:09 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question
Kyle
extern vec3_t v_origin, v_angles;
These are declared in view.cpp, and are updated every frame prior to
rendering.
-randomnine-
I have completed a clientside vgui radar which works with player coordinates
entirely found in the client code. However, this works fine and all, but the
coordinates
Good call, I will use that.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan
Sent: Monday, November 24, 2003 4:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client side radar question
extern vec3_t v_origin, v_angles
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