well lets take a look at it
the values were 5, 5, 25.5
now the colour index goes from 0 to 255 so the largets range is 255.
now if 25.5 is the largest found value they used one can assume that 25.5 *
10 = 255 which is the largest index from 0-255 in the colour index.
- Original Message
Yup. It just seemed fairly obvious.
- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 7:32 AM
Subject: Re: [hlcoders] RGB colors
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I dunno know about him but it
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Hash: MD5
Now there are a few other things i have thought of and taken into
consideration and i dunno if these may affect it in anyway but i better
mention it. I changed the default spawn behavior and made an extra variable
called b_canrespawn this way
actually now that you mention it i may have a problem with not removing them
from spectator mode correctly hmm with what your saying and how they are
getting locked in it if it can indeed happen then i think you may have
solved my problem.
That or you reckon a isNull check on the player in the
Maybe to someone who has used RGB in that format before yes, but I have
never used/seen it that way until I started to muck with certain functions
client side.
I am sure there are numerous things that were not so obvious at first to
you, but now are rather obvious.
I agree. Looking at
I asked that question myself, but could find no real value/reason for it
*shrug*
-Original Message-
From: Jim Hunter [mailto:[EMAIL PROTECTED]]
Sent: Monday, March 11, 2002 10:25
To: [EMAIL PROTECTED]
Subject: Re: RE: [hlcoders] RGB colors
There must be something I'm missing...
So I was working on getting the client.dll to compile, link, and run using the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...
PlaySound( misc/talk.wav, 1 );
...I don't see a misc directory in the sound directory of the
Glad to see I am not the only one that was (at first) miffed by
this gross oversight in documentation ;)
-Ron
-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Monday, March 11, 2002 10:58
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] RGB colors
Maybe to someone
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Persuter
Sent: 10 March 2002 07:55
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] OT: what do langauge microsoft use for their
apps?
/me notes that it seems unlikely that MS would use any type of
I noticed that... When I was *only* a player (and not a coder), I noticed
that
I got some 'Unable to open file misc/talk.wav' at the console. I wondered
what
was the cause of this message but I didn't find any answer...
When I *became* coder, I commented out the 'PlaySound(misc/talk.wav);'
line
At 10:22 AM 11/03/2002 -0600, you wrote:
So I was working on getting the client.dll to compile, link, and run using the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...
PlaySound( misc/talk.wav, 1 );
...I don't see a misc
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I noticed the same thing a while, ago first playing PVK, in fact I thought my PVK
release was fexed until I found the error in some other mods too. I am going to just
assume old code, maybe something they used in debugging speech/sound that
Hi,
When is it valid to call gEngfuncs.pEventAPI-EV_FindModelIndex from the
client.
I seem to remember something about the gEngfuncs.pEventAPI functions only
being valid during an event callback.
If so what is the correct way to get model/sprite indices on the client when
not in an event.
I hate HL DM because it doesn't play a beep when someone talks, prompting you to look
down at the speech.
I immedialty placed the sound in a misc\ dir in my Valve folder for when I play HLDM
-av
Nicemice wrote:
PlaySound( misc/talk.wav, 1 );
is an old Quake1 dinasour. ID called their New
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