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
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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
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:
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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:
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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,
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:
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You can add a point to the player's PVS. The render target camera does it so
you can
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
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