Yes in vbsp/textures.cpp:
// Handle ladders.
if ( ( propVal = GetMaterialVar( matID, %compileLadder
) ) StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_LADDER;
}
That's where the custom
Yes, and the getpos command will dump this out at the console in a
format that can be pasted back in as a command to teleport you to the
current position.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
David Speyrer
Sent: Wednesday, January 12,
This won't work because you aren't debouncing the key. Two commands get
processed in a row and you prone/unprone because you haven't checked to
see that the user has released the key before you attempt to change
states.
We do this (normally called debouncing keys) in the game code using bit
COLLISION_GROUP_NONE is the default collision group. These collide with
everything. Other collision groups have special rules. E.g.
COLLISION_GROUP_DEBRIS doesn't collide with other
COLLISION_GROUP_DEBRIS.
In the end, collision group is simply an id. The behavior of it is
controlled by the
It depends on what you want to have happen. If you want to pop the box
back to some orientation, then you can just save the angles and teleport
the object when it comes to rest.
Otherwise you may be able to achieve something like what you want using
a ragdoll constraint (with no translational
This is just status from the ragdoll separation solver. It only prints
in developer 2. There are a bunch of messages like these in developer 2
mode that are only useful to a programmer working on that part of the
code. You can safely ignore this message.
Jay
-Original Message-
All of the code for player movement is in the SDK. Take a look at
game_shared/gamemovement.cpp
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Mark Ettinger
Sent: Monday, January 03, 2005 8:02 PM
To: hlcoders@list.valvesoftware.com
Subject:
The easiest way to do this is to turn bullets into projectiles. In HL2
they are a single raycast. But in your mod you could decide how fast
they travel and sweep a ray over each tick from the previous position to
the current position of the projectile. You could add gravity easily
enough. This
To be clear: The per-entity gravity mentioned below only applies to
entities with movetypes that are simulated by the game (e.g.
MOVETYPE_STEP, etc)
For anything MOVETYPE_VPHYSICS, you run the Havok code for gravity (in
vphysics).
The only in-between case is players - where you have to do both
Excellent!!!
This is just what I need!
So with VPHYSICS controllers, we can effectively extend
Havoc/VPhysics, if we want to?
That's got to be the most low-level access offered by any
game engine SDK *EVER*.
Thanks a whole bunch :D
Yes - you can write your own code that gets called
QAngles represent an euler angle sequence in degrees. They have the
same convention as Half-Life (and Quake). There are routines in mathlib
that convert them to/from matrices and basis vectors. Those routines
should give you a precise specification of the euler sequence, but it's
the usual
The thirdperson view uses a set of cvars for the relative position.
Set cam_idealyaw 0 to get it behind the model. It's probably set to 90
(default) which is the sideways view you mention.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Just FYI:
Some of the built in engine logs only work in multiplayer. So you need
to set maxplayers 1 (run with +maxplayers 4 or something) to get
output.
Jay
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visit:
So basically what your saying is Vehicle based mods are a no
go for the source engine?
This is totally not true. The SDK does not currently have an optimized
network data model for vehicles, but it's completely possible to
optimize (or otherwise redefine) the network data for vehicles in a
First, is there a way to re-enable 'fopen()'?
Fopen is redefined in the preprocessor settings for the debug build.
It's fine to reenable it as long as you realize you won't get the
features of the steam filesystem (like searchpaths, support for gcf
files, automatic updates, etc). For a log
Sv_alternateticks 1 cuts the server framerate in half for performance.
You'll either get 15ms ticks or 30ms ticks depending on this variable's
setting.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Monday, December 13, 2004 4:24 PM
To:
to do with collision. it can
go through walls, etc.
http://img110.exs.cx/img110/5110/small00068tp.jpg
On Sun, 12 Dec 2004 21:11:45 -0800, Jay Stelly
[EMAIL PROTECTED] wrote:
Vphysics shadow objects are for objects that are controlled by the
game logic. They follow the motion that happened
the shadow of the player's hull on the
physics engine, or something like that.
On Fri, 10 Dec 2004 16:26:59 -0800, Jay Stelly
[EMAIL PROTECTED] wrote:
The box is trivially changeable from within code. Just change the
constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code
that uses them
The box is trivially changeable from within code. Just change the
constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code that uses them.
Also, turn on developer mode (run with -dev or type developer 1 at the
console) and you can see debug overlays. They do many things including
visualization
However this goes back to the point made before where the
implementation might change and you can't rely on it.
However there is no useful interface equivalent for entities,
so worse come to worst you simply rebuild the plug-in come an
update to the base entity.
No. CBaseEntity can be
The reason we use the versioned interfaces in the Source SDK is to make
it extremely unlikely that any mods will break as we upgrade the engine.
We've done lots of engine updates over the years without breaking mods,
and the interfaces are a new tool that make it even easier to do this
te_largefunnel doesn't define a class with those members. They are
members of CBaseEntity - declared in BaseEntity.h - so they aren't
available (unless you add them) to a class derived from CBaseTempEntity.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Entity index 0 is the world entity.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ronny Schedel
Sent: Sunday, December 05, 2004 10:14 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int
iEntIndex) issue in
Exactly. They are compressed on the wire, but not on disk.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jeffrey botman Broome
Sent: Sunday, December 05, 2004 1:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] sourcesdk.gcf question
1) I live in Kyiv, Ukraine. I have Half-Life 2 which can't
reach my country regarding political situation. How do I get the SDK?
I'm not sure I understand the question. I would tell you that you get
the SDK through steam, but I assume you already know that.
2) I want to install SDK on
I haven't duplicated this experiment, but this is most likely a poor
explanation of a performance tuning parameter. If you're working with
the Source SDK, you can bound the CPU cost per simulation step of
vphysics using a parameter:
physenv-SetPerformanceSettings()
After you initialize your
This is a bug. The fix is included with the next SDK release.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Andrew Foss
Sent: Tuesday, November 23, 2004 7:22 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] filesystem_stdio.dll
aaah, my
As I recall, the blood uses a range of colors in the base palette of
your mod - gfx/palette.lmp
It looks like it uses 10 colors for one of the particle effects (blood
stream), so 245 would use palette entries in the range [245, 254]. So
you should either modify the palette lump for your mod
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