On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Based on the quake code here is what the move command passes:
>
> BYTE 3 (means move)
> FLOAT time (Used to calculate lag, ping, and movement)
> ANGLE viewangle X
> ANGLE viewangle Y
> ANGLE viewangle Z
>
> // The next three are the velocity
Based on the quake code here is what the move command passes:
BYTE 3 (means move)
FLOAT time (Used to calculate lag, ping, and movement)
ANGLE viewangle X
ANGLE viewangle Y
ANGLE viewangle Z
// The next three are the velocity of the player
SHORT forward_movement
SHORT sideway_movement
SHORT up_mo
On 6/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeffrey "botman" Broome wrote:
> >
> > Use the source Luke...
> >
> > src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
> > src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)
> >
> > UserCmd is w
Jeff Fearn wrote:
On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote:
Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Use the source Luke...
src\game_shared\usercmd.h (see the "CUserCmd
Jeffrey "botman" Broome wrote:
Use the source Luke...
src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)
UserCmd is what's passed from the client to the server when a client
moves, jumps, ducks, fires w
On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote:
> Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Jeff
___
To unsubscribe, edit your list prefer
This has probably been asked several times before, but is there any
possibility of getting a Maya export plugin for OS X? If we had the
source for the exporter, we could likely port it without _too_ much
difficulty, but I believe all we have is the 3DSMax exporter. If a
port isn't done by Valve (ra
On 6/7/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> LOl, it is the same thing. The movement command is based on time, that is
> why velocity not position is passed. Keep in mind velocity is a measurement
> of distance over time. If you advance time it thinks you traveled farther.
I don't thin
chickens,.. who cares of chickens? what everybody want its a mod "Kill
the kittens" with Domo-kun player models !!
http://cardhouse.com/travel/japan/domokun.htm
McCormack, Chris wrote:
Good luck with that btw, as_highrise was one of the best cs maps ever.
-Original Message-
From: [
Good luck with that btw, as_highrise was one of the best cs maps ever.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of LDuke
Sent: 07 June 2005 03:32
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] as maps and chickens
Sorry, I'll try there.
I
LOl, it is the same thing. The movement command is based on time, that is
why velocity not position is passed. Keep in mind velocity is a measurement
of distance over time. If you advance time it thinks you traveled farther.
You can look at the old quake code to get a fell how this is done. Also l
Ask someone at Valve :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jeff Fearn
Sent: 07 June 2005 08:37
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is
live
On 6/6/05, Deadman Standing <[EMAIL PRO
On 6/6/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> It is based on world time, not # of commands. A speed hack is essentially an
> exploit of the server's lag compensation. Number of commands is irrelevant.
> A speed hack would still work if you were to only send a packet a second.
I think yo
Natural Selection
dunno what "ns" is ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To:
Sent: Monday, June 06, 2005 11:14 PM
Subject: Re: [hlcoders] m_Skins on models and other things
you mean like the "flashlight" ef
14 matches
Mail list logo