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First, I think that you should give an alpha value less than 1 to each quad
and enable alpha blending. If you dont do it, the material will be
completely opaque and won´t add to the layer below.
Second, I will use a shader (in fact, I achieve
wow !
next
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of r00t 3:16
Sent: 31 May 2005 01:51
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] [OT] Reality Revisited
wow..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
The second link is for HL1, isn't it?
- Original Message -
From: Erling K. Sæterdal [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 30, 2005 10:21 PM
Subject: Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d
party programs yet ? ( One that works
I sent this once, but doesn't seem like it went through.
Hello Valve, I was hoping you could take a look at a forum thread that
I have created that outlines some of the things that are missing from
server plugins that prevents us bot authors from creating a plugin
based bot. Some other authors
Jeremy Swigart wrote:
I sent this once, but doesn't seem like it went through.
It went through before but nobody responded. So I'm responding now just
so you know that it went through.
I suggest Source: Metamod for all your Source engine hacking needs...
http://www.sourcemm.net/
zOMG HOW
Thanks. I thought it would reflect back to me if it went through but
apparently didn't.
I don't see from my(admittedly limited) looking at source metamod that
it helps in many of the cases that I need. Like getting weapon/item
info for a client, or position/rotation data for arbitrary entities,
- Original Message -
From: Jeremy Swigart [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 8:12 AM
Subject: Re: [hlcoders] Bots Server Plugins Attn: Valve
Thanks. I thought it would reflect back to me if it went through but
apparently didn't.
I
Sorry, my computer lagged when I was opening this message and somehow I hit
Send without replying at all.
- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 8:55 AM
Subject: Re: [hlcoders] Bots Server Plugins
Wow, your mail client lags too? That explains it, I thought
you were speedhacking.
On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote:
Sorry, my computer lagged when I was opening this message and
somehow I hit Send without replying at all.
I use SpeederXP to make my mail and my typing faster. Using it I can get 600
words per minute and practically send the email as soon as I get the one I'm
replying to!
- Original Message -
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 10:11 AM
I've been doing conventional HUD type displays, and have been using the
DrawLine graphics primitive to draw various graphics items on them just fine.
Now I want to take one of those displays and have sitting in 3d game space via
the vgui_screen entity. It works up to a point, with my text
I would write your own mathed using the material system using
CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll code
has some examples of using a meshbuilder instead of surface() to do
drawing. You'll need to hook in at the correct part of rendering to
make sure the projection
Hi,
I can't get DrawSetTextureRGBA to work. At first it draws some weapons from
the weapons ttf, and later it paints all kinds of crosshairs. The
'solutions' in the mailing list (see March 2005) don't work. I use the
following code:
http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp
(see
Thanks for the info. I realize I could do most of this in the SDK with
minimal effort, but I'd like to be able to do it in a server plugin
for mod independance, if that's not possible theres little point in
having the half-assed bot functionality in there to begin with.
I understand not giving
What would be the most efficient way to get all enemies within direct LOS?
My thoughts as of now:
1. Get a list of entities within PVS with UTIL_EntitiesInPVS()
2. Filter list for hostile player entities.
3. UTIL_Trace[something] to each. (Which 'something' is best?)
Thanks.
-JS
You also have to remember that they can see just their hand, or maybe their
whole body, so the UTIL_Trace may show there is an entity between the
players vision and an enemy, because they may only see their rifle sticking
out from behind boxes.
- Original Message -
From: [EMAIL PROTECTED]
Hello Valve,
I'm backing up Jeremy on this issue. We need a way for bots to know their
equipment. This includes the weapon list and ammo counts.
We need:
- to be able to know a player's arsenal (not only bots please)
- to be able to know a player's ammo counts
- to be able to know an entity's
1. Get a list of entities within PVS with UTIL_EntitiesInPVS()
2. Filter list for hostile player entities.
3. UTIL_Trace[something] to each. (Which 'something' is best?)
I've thought about and slightly modified the procedure.
1. Get a list of enemy players from the CTeam entity.
2.
So I'm trying to make a custom interface that should be available to
server plugins. I've made a pure virtual interface class
#define INTERFACEVERSION_ENTITYINFOMANAGER EntityInfoManager001
class IEntityInfoManager
{
public:
virtual IEntityInfo *GetEntityInfo( edict_t *pEdict ) = 0;
};
Is there a list of commands which can be used for VMT Proxies { } ?
Sine / Multiply etc etc?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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