Yea, I guess the best thing for this would be to make my own temp effect.
Similar to that of the te-Explode()
That way once it gets networked to the client I can handle how bad they are
flashed etc.
Would this be the better way of doing this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
-
I belive so
Also, now i'm home (dam 9 hours at tafe hurts the
head) the idea behind porting the npc_scaner is not as
good as i thought, due to where it lives in the code
Adam
--- r00t 3:16 [EMAIL PROTECTED] wrote:
Yea, I guess the best thing for this would be to
make my own temp effect.
Adding -zone 8192 to the command line can sometimes help this. From looking
at the Quake code it appears the SZ_GetSpace error occurs when the engine
overruns static buffers used to build network messages. Too many or poorly
written plugins can aggravate the situation.
-Original Message-
If the client says its game time A and I'm here, then, it's game time
B and I'm there, how is that in anyway difficult to calculate
distance/time? This is only a problem if the client doesn't send or
the server doesn't use the idea of game time.
I would think that the issue is, that they
I appologize if this a really dumb question.
I have my NVG completely finished except for the effect itself. I was
hoping to recreate real nightvision by simply amplifying the original
lights, except for the fact I can't get information about the original
lights it's perfect...
So I decided for
I heard CS:S NVG is a shader, but if it is, then I can't find the files
for it in any of the GCF files. The main problem is if the players PC's
hardware supports shaders, but personally I would'nt let that be a
problem.
Shaders are a bit to deep for me at the moment, to do anything original
and
Appologies, I meant ATI's rendermonkey
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: 23 May 2005 14:27
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Nightvision
I heard CS:S NVG is a shader, but if it is, then I can't
Sorry to keep spamming this thread! I keep remembering more useful
stuff.
Check out the post-processing shader Valve have provided, if you insert
the code mentioned in the comments of the shader source to where it
specifies, you get a crazy looking shader when you compile and run. It's
very easy
Andrew (British_Bomber) wrote:
...
So I decided for right now just to use our mod's original NVG
effect a massivly bright dlight. Simple enough except for the
fact that the dlights I use decided not to have an option for their
brightness. Am I just blind?
I have no idea even how NVG
What sucks about Dlight is that in hl2 you need dx9 to see them. If you have
anything less they just don't show up (and I currently only have a gf4mx) so
I can't even work with them.
Kinda silly, hl1 has dlights regardless of dxlevel. Care to explain why
dlights can't work in all dxlevels valve?
Tony omega Sergi wrote:
What sucks about Dlight is that in hl2 you need dx9 to see them. If you have
anything less they just don't show up (and I currently only have a gf4mx) so
I can't even work with them.
Kinda silly, hl1 has dlights regardless of dxlevel. Care to explain why
dlights can't
Yep. They share all the Half-Life 2 shaders. Custom ones you make have
to go in your shaders directory and ship with your mod.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Sunday, May 22, 2005 12:09 AM
To:
Hi!
Can someone help me with this code. It doesn't work that way I want. It's
for firing at the vgui mouse position.
In inputw32.cpp in IN_MouseMove:
...
if ( !iMouseInUse !g_iVisibleMouse !gHUD.m_iIntermission )
{
GetCursorPos (current_pos);
mx = current_pos.x -
In my mod (All Weapons Mod) I am having 2 gameplay types..Regular DM
and Manhack DM. Well for Manhack DM you are coincendetally
Manhacks...Can someone tell me where in the code it sets
hl2_player.cpp as the baseplayer? I need them to be able to choose
between the regular HL2_Player and a
Michael Kramer wrote:
In my mod (All Weapons Mod) I am having 2 gameplay types..Regular DM
and Manhack DM. Well for Manhack DM you are coincendetally
Manhacks...Can someone tell me where in the code it sets
hl2_player.cpp as the baseplayer? I need them to be able to choose
between the regular
I just wanted to make sure I understand this correctly before I continue...
Temp entities are for the most part effects in game. Which get networked to
the client and then the effects are displayed.
So for example flashbangs / teargas / smoke grenade types, would have these
kind of temp
--
[ Picked text/plain from multipart/alternative ]
Hi people. You should take a look at sdk_postprocess that valve included in
the sdk. Take a look also at authoring shaders. I have already finished my
NV and it looks great using shaders. The idea is to render the scene to a
texture, which your
While testing my plugin I loaded scoutzknivez_source
with bots in it and kept crashing... I removed my plugin and ran just a
straight install..
and srcds still crashs everytime.
___
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This occur since the most recent update today or was it previous to this
update?
- Original Message -
From: Ray [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 23, 2005 7:04 PM
Subject: [hlcoders] Crash Bug
While testing my plugin I loaded scoutzknivez_source
I dont know...I do know it does now..and dont know of any way to roll back
the installation to see.
At 10:20 PM 05/23/2005, you wrote:
This occur since the most recent update today or was it previous to this
update?
- Original Message -
From: Ray [EMAIL PROTECTED]
To:
It doesnt make sense..cause it does it on this installation...
but not on another..
At 10:36 PM 05/23/2005, you wrote:
I dont know...I do know it does now..and dont know of any way to roll back
the installation to see.
At 10:20 PM 05/23/2005, you wrote:
This occur since the most recent
Did you have to compile a new shader or can you use the built in shaders
already in hl2 ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ignacio Martín [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 23, 2005 8:40 PM
Subject: Re: [hlcoders]
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