Hi guys,
I started a full time job at the start of this week, so I havent been doing
anything since the last steam update...
I went to do some modding this afternoon and got this error:
Can't load c:\games\\half-life2\bin\filesystem_steam.dll
I have copied the steam\bin dll to half-life2\bin
Sorry for the late reply. Windows decided to die on me.
The people mainly concerned with this want full realism, IE, time of
flight. I suggested not using tracelines for impact determination. As
I concluded, it'd probably be better to simulate drop by using
re-purposed grenade launcher code
try to run the game once from the steam menu before debugging it.
On Thu, 13 Jan 2005 18:42:51 +1000, Scott McNaught
[EMAIL PROTECTED] wrote:
Hi guys,
I started a full time job at the start of this week, so I havent been doing
anything since the last steam update...
I went to do some
Thats pretty good going, only in the new place 4 days and already your taking
whole afternoons to write personal code :) Get me a job there !
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Scott
McNaught
Sent: 13 January 2005 08:43
To:
Thank you both for finally replying to this specific question-- there
have been two threads (that I know of previously) that dealt with this
same issue. =)
On Tue, 11 Jan 2005 14:21:05 -0800, Adrian Finol
[EMAIL PROTECTED] wrote:
Actually, it looks like he's not loading the HL2DM models but the
I have been playing around with the player position for my prone.
Maybe I am not asking correctly or asking the right question but here goes.
When the player pushes the prone button it will bring the came down. However
the position of the player is still |
Which means if i backup to a wall it will
r00t 3:16 wrote:
I have been playing around with the player position for my prone.
I believe that collision boxes (used around players) are axis aligned in
Half-Life2 (as they were in Half-Life1). The collision box DOES NOT
rotate as the player rotates. If you made this be the player collision
Hmm,
I think I understand what your saying.
What if the movement left / right was limited to like 5 degrees? If they
moved 5 degrees right or left the entire body would move?
(sorry i just don't understand the axis aligned boxes yet )
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message
Actually cause things brings up another point, now that you show me this.
I am going to be making a lean left / right also.
This would basically the same case when leaning and the bounding box would
need to be big enough to to the side the lean on.
Something like.
Lean left
+--+
|
r00t 3:16 wrote:
Hmm,
I think I understand what your saying.
What if the movement left / right was limited to like 5 degrees? If they
moved 5 degrees right or left the entire body would move?
(sorry i just don't understand the axis aligned boxes yet )
Axis aligned means that the edges of the box
r00t 3:16 wrote:
Actually cause things brings up another point, now that you show me this.
I am going to be making a lean left / right also.
This would basically the same case when leaning and the bounding box would
need to be big enough to to the side the lean on.
In most games, leaning is
I solved the problem (with a bit help), so I thought I'd post the
solution in case anyone has a similar problem.
You must point to GetLocalPlayer() every paint (or think, in health's
case), or else the pointer becomes invalid (I think it may be a scope
issue). So by adding
if(!local){
I haven't done lean yet for Source but how I did in the UT2004 version of my mod
was similar to what you said. To prevent players from leaning into walls(and
thus seeing through them etc) was to do a trace when trying to lean and while
leaning. As far as 3rd person, I did the lean animation in
Is there a console command to be able to see this bounding box?
So you can see exactly where it is located on the player, as well as other
objects?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Justin Harvey [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent:
On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
Is there a console command to be able to see this bounding box?
So you can see exactly where it is located on the player, as well as other
objects?
http://www.valve-erc.com/srcsdk/console/developer_console.html
Check some
Hehehe, Bortman!
(sorry)
jeff broome wrote:
Jeffrey bortman Broome
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Ian Tyrrell wrote:
Hehehe, Bortman!
(sorry)
Yah! Bort! Bort! Bort!
(hey, I can't type for shit. i've been at work 65 hours this week
already and it's not even Friday yet). Crunch time sucks! Mind
thinking not clearly. Sleep imminent.
--
Jeffrey botman Broome
ent_absbox player
On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
Is there a console command to be able to see this bounding box?
So you can see exactly where it is located on the player, as well as other
objects?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
-
Ty,
I had to go do some reading up on axis bounding hitboxes :P
Thanks for the link.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: jeff broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 8:35 PM
Subject: Re: [hlcoders] Player
Nevermind im an idiot lol
the bound box just needs to be big enough to hold the prone player no matter
what direction they turn.
As the box does not rotate with them
(thought it did sorry)
I just need to make it large enough to fit the player while prone
r00t 3:16
CQC Gaming
www.cqc-gaming.com
ok now that I can see what the bound box looks like.
Instead of change the player from | to ___
I think the bound box needs to be change.
Basically if you go into the game and type cl_ent_absbox 1
It will should you the bounding box while standing. That is basically what I
need for when the player
Actually I think I found maybe a possible solution to this.
If you load the map sdk_vehicles they change the box as the vehicle moves
around, probably will need to do something similar.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To:
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