[hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread TheLazy1
What I'm trying to do is add split screen play to half-life deathmatch, currently I have the client rendering from the view of a bot which in the future will be controlled by additional players through player 1. The problem is that once player one leaves the area of the player two bot, the

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] I too have been looking for something similar. I have entities that I render on the client that aren't in the client's view according to the server so the entity model flickers in and out when it drags just out of my view and back in. I need to

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Hyperjag 3
You guys should take a look at how the camera/monitor code does it, as that adds another viewpoint to be rendered that is potentially far from the client. I haven't looked myself, so I can't offer any more than that suggestion right now. From: Joel R. [EMAIL PROTECTED] Reply-To:

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] You can add a point to the player's PVS. The render target camera does it so you can see what it sees. It's serverside and it's something really simple. On 11/28/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

[hlcoders] Counter-Strike 1.6 Demo Format

2006-11-28 Thread CNU
Hi, if I open the demoes created by Counter-Strike 1.6 in an Hex Editor I can find strings like this, but is there any way to associate them with the entity index used in DeathMsg's ? \bottomcolor\6\cl_dlmax\128\cl_lc\1\cl_lw\1\cl_updaterate\80\topcolor\30\rate\2\*fid\12691603\*fname\HE,

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Kevin Keeling
I should have mentioned earlier that this is for Half-Life 1, however, if what you said still applies are there any docs outlining that? Garry Newman wrote: -- [ Picked text/plain from multipart/alternative ] You can add a point to the player's PVS. The render target camera does it so you can

RE: [hlcoders] Missing Entry Point??

2006-11-28 Thread bloodykenny
I don't have such a file and yet I still get this error every time I launch the mod. According to process explorer it's loading the tier0_s.dll from source\bin\tier0_s.dll under the srcds install directory. At 2006/11/24 03:25 PM, you wrote: Thanks to Joel's help this problem has been tracked