[hlcoders] Adding fog to my mods...

2003-01-15 Thread Jonathan Day
I've been trying to add fog to a couple of mods that I'm working on, but I haven't had any success. Actually, I've only tried one thing. I looked through the DMC code, and tried to do what was done there. I think I did everything in the code that needed to be done. I made a map with an env_fog

Re: [hlcoders] Adding fog to my mods...

2003-01-15 Thread Jeff \Codiac\ Fearn
Maybe I just need to check out the fog in the Spirit source code...? I recommend basing your entire mod on SoH :) I recently started a rewrite of my mod and based it on SoH and SDK2.3. It was fairly easy to merge. Fog seems easy enough, it is part of the tri API, gEngfuncs.pTriAPI-Fog(...), all

Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Chris 'Tal-N' Blane
The problem seems to relate to my Gforce4 4200 card, I've tried various driver versions with the same bizzare effect ranging from full screen blurring to a HOM effect only when the view turns and it's rendered were some surfaces should be. - Original Message - From: [EMAIL PROTECTED] To:

Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Neale Roberts
We have a similar thing in Eradicators - the only card it's had problems with to date is a Kyro2, which just had a viewport bigger than the screen, and traingular in shape. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 15,

Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Neale Roberts
I think it was probably something to do with the Kyro's tile-based rendering. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 15, 2003 1:03 PM Subject: Re: [hlcoders] Multiple viewports in HL? Triangular?, Laurie said they

Re: [hlcoders] Adding fog to my mods...

2003-01-15 Thread Jonathan Day
This all sounds great, I'll keep looking into it and hopefully get it working. Thanks. Jonathan Day www.trepid.net - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 15, 2003 8:52 AM Subject: Re: [hlcoders] Adding fog to my mods... I know

Re: [hlcoders] Adding fog to my mods...

2003-01-15 Thread Pat Magnan
The fog from DMC works in OpenGL mode only sadly. I believe the spirit fog is the same, but you could try putting it in or contacting spirit's author about it. At 06:01 AM 1/15/2003 -0500, you wrote: I've been trying to add fog to a couple of mods that I'm working on, but I haven't had any

RE: [hlcoders] Accessing Time on Server per player

2003-01-15 Thread sol.greyfox
Whoops sorry, I thought I was looking at the HLDS list and you needed general info. /me shrinks and hides behind boxes -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Bud-froggy Sent: Wednesday, January 15, 2003 12:03 AM To: [EMAIL PROTECTED]

RE: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread omega
Yeah im not sure what that problem was; the mod I was working on with the beta sdk 2.2 we were messin with still does that HOM effect. And the viewport code looks fine to me. However, hltv works fine. -omega Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL