Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-11 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] I apologize for the misplaced email then, I just figured that it would be alright to do here because for one I know that valve reads it and for two I've seen engine bugs posted her before (botman's point about the mis-colored egon for

Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-11 Thread Roachfood - the-coming.com
Umm... I'll cast the first vote for john n. being an ass even if the email didnt belong here you dont have to get all preachy =\ You caused half the extra replies with your sly comments. =P Good day to all! Roachiepoo - Original Message - From: John Newfield [EMAIL PROTECTED]

Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-11 Thread Miguel Aleman
Yeah John, that was a pretty extreme response for a few extra emails in a day. But of course, we all make poor decisions every once in awhile. Lets just forget about it, O.K.? -z80x86 - Original Message - From: Roachfood - the-coming.com [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent:

[hlcoders] New patch and view angles

2002-05-11 Thread Persuter
Did the update do anything with the way view angles are calculated? We use a third-person view, with a cursor at the point where the player is looking (by sending a traceline out from their origin down their view angles). The particular problem I'm having is in this code: cl_entity_t

[hlcoders] triApi speed problems

2002-05-11 Thread Frazee
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have a particle system for my mod, which is really quite nice. Problem is, as soon as multiple particles start blending it slows down. For instance, with explosions I have cut it down to 5 particles

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
Just a comment from me. I'm the prioject leader, this is the particle system kindly donated to us by friends in Hostile Intent. Just the engine mind you, not the implementation. The effect ISN'T consistant. On a PIII 350 with GF2 MX it runs fine, yet on some other systems ( mine in particular)

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Miguel Aleman
On some videocards, Quads are extremely slow due to the way they are calculated. Use triangle strips instead of quads when possible (like in a particle engine). - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 11, 2002 6:03 PM

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Miguel Aleman
How about some more information about the frame rates of the slower system. Does it run over 50fps with the particles on screen? - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 11, 2002 6:11 PM Subject: Re: [hlcoders] triApi

Re: [hlcoders] triApi speed problems

2002-05-11 Thread botman
Read the other post for more details, why would this effect one system of a higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a far slower one? Do you have VSYNC enabled on one video card (the fast one) and disabled on the other (the slow one)? Check the video adapter settings in

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
Well, that idea of moving away from Quads appears to have sped things up but I haven't noticed a marked improvment ( hopefully he sent the right updated) client file). All i can tell you is that I cap my frame rate at 70fps and it used to drop to 20fps ( exactly ) with a 50particle explosion.

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Oskar 'Zoot' Lindgren
well, a firend has a gf4 and gets 35fps sometimes in cs... - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 1:11 AM Subject: Re: [hlcoders] triApi speed problems Read the other post for more details, why would this

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
Would this vsynch be a HL setting or something in device manager/display properties? - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 12:53 AM Subject: Re: [hlcoders] triApi speed problems Read the other post for more details, why

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Maximilian Marx
when using detonator driver go to control panel - display - settings - advanced - geforce2 - advanced - opengl settings - vertical sync - always off - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 2:01 AM Subject: Re:

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
I'd love to tell ya it worked... but it's still the same problem. :( Anyone else got any ideas. ( it was on originally btw and tuning it off didn't help) And these are the most recent drivers from Nvidia [4.13.01.2832 version] - Original Message - From: Maximilian Marx [EMAIL PROTECTED]

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Miguel Aleman
VSYNC puts a limit on overall frame rate, and it would not change in the presence of particle blending. Chris, do you mind posting the section of code you are using to render the particle to make sure you are doing it correctly. I can get thousands of particles on screen before a major slowdown.

RE: [hlcoders] triApi speed problems

2002-05-11 Thread Persuter
I think the problem is not with my particle engine (how dare you suggest that!!! :) but with additive blending in general. What I've found is that the sprites impact framerate in direct proportion to their pixel size, which is exactly what you'd expect. The more pixels that must be modified by

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Roachfood - the-coming.com
All vsync does is limit yer fps to that of your current resolution's refresh rate. Im pretty sure it limits buffer swaps or something like that. All I know is I played with it enabled for a very long time... .then disabled it one day to get 100fps constant and be 1337, but immediatly put it