check any those flags before calling into
AddToFullPack, so you get it for all entities, not just for those actually
sitting around in the world.
--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
In the beginning the Universe was created. This had made a lot
On Wed, 17 Dec 2003 16:01:26 -0500, mike [EMAIL PROTECTED] wrote:
thats how pools work...
Of course. Still, AddToFullPack shouldn't be called for entities that
don't need adding, as they do not exist anyway. At least they do not have
a representative in the world, while their pev might still sit
explicitly setting those dlls. Just
run hl.exe from the debugger and it will load the correct debugging dlls.
--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
In the beginning the Universe was created. This had made a lot of
people very angry and been
On Sat, 2003-09-20 at 15:24, Tuomo Virtanen wrote:
Is it even possible to use m_rgAmmo[m_iPrimaryAmmoType] outside of
weapon code like in multiplay_gamerules.cpp the reason for this is
because i need to use the values that it holds for something else also
That's perfectly fine if you have a
be difficult to convert it from C++ to
Pascal.
I doubt anyone has the desire to do this.
That's exactly what applies here.
--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
In the beginning the Universe was created. This had made a lot of
people very angry
the error
in Half-Life. That's the confusing part.
Maybe you need some library or dll for the java stuff which windows can't
find upon loading your code. Then hl can't get a handle to your dll and
bails out with the error.
--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
In the beginning the Universe was created. This had made a lot of
people very angry and been widely regarded as a bad move.
- Douglas Adams
, virtually any mod comes with an installer executable so that
additional files all go in the right places. No need to mess up the
computer with the mod itself, just put some evil code in the installer.
--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
In the beginning
correct. I was unable to find the mail in the archives (I'm quite
sure it's there, though), but I found the code that belonged to that very
mail on my harddisk: http://www.resourcecode.de/files/soundsystem.cpp
--
Sebastian Steinlechner
- mailto:[EMAIL PROTECTED]
- www.resourcecode.de
an array of 128 chars, where the string
returned by READ_STRING is copied into via strcpy without any checks.
--
Sebastian Steinlechner
- mailto:[EMAIL PROTECTED]
- www.resourcecode.de
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it calls DispatchSave() for each
entity, it's already too late. And I doubt that the hllauncher uses
server commands to communicate with the engine, but instead will directly
call into the save/reload functions - so no way of preventing them from
getting called.
--
Sebastian Steinlechner
- mailto
it, but unfortunately it's in German.
You might give it a try with a translator, though:
http://www.resourcecode.de/?tutorial=1id=16
I guess the file format changed a bit with later editors like Hammer.
But the basics remain the same.
--
Sebastian Steinlechner
- mailto:[EMAIL PROTECTED]
- www.resourcecode.de
, I delete
my rain until I get a new message from the server.
You could also use void TeamFortressViewport::Initialize( void ); in
vgui_teamfortressviewport.cpp. A comment above this function says it's
called everytime the map changes. Works fine for me.
--
Sebastian Steinlechner
As long as you make sure that you're careful about allocating memory,
you should be fine. My particle engine utilizes two lists per system,
one for particles to be displayed and one for trash particles to be
reused. Eventually what I might want to do is simply have an engine list
for the
I guess you have to do the following:
Do a traceline straight down to the ground at the front and at the back.
Then see whether there's any difference in trace length (forget about a few
tenths, it's only whole units that make a difference). If there is, use some
triangle maths to calculate the
In Photoshop, you have to create a new channel. This will then be the alpha
channel. Just paint into it in grayscale. White will be completely opaque,
black completely transparent.
Works fine for me. But it seems like HL scales the images down to 256 colors
before displaying them, just like
I haven't tried adding other
(non-player) entities to see if hey have an entity_state_s associated
with
them.
Now I have. It doesn't look like they do, or at least it's not coming
through HUD_TxferPredictionData. Probably the latter?
Actually, you can access an entity_state_s for
You can also check if the currententity is the viewmodel on the model
rendering code and just return when it goes to draw it.
Ah, cool, I did not think of that. Speaking of the viewmodel, is there any
information on when it is actually drawn? I played around a bit with
rendercycles some time
: Sebastian Steinlechner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 29, 2002 9:30 PM
Subject: Re: [hlcoders] Scope Sprites
Yes, it does... here's how I did it, I'm calling this from
HUD_DrawTransparentTriangles (well, not exactly this, it's somewhat
different in Poke646
yeah i guess they are, but by the time CZ comes out Unreal2 with its
5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
out too...
Actually, you can't tell me there are really 100,000 polys on the screen.
But it looks like. I guess the biggest thing why the HL engine is
Never mind, as per usual I worked it out right after mailing the list ;P
Did you get the viewmodel to disappear? Cause I had that problem some time
ago, wanting to change the viewmodels rendermode to TransAdd or TransTexture
and then setting amount to zero, so it disappears. But it did not work
Hello,
Now here's something I can't explain.
I messed around a bit with those triangles and came across a weird bug. I'm
displaying triangles using TRI_TRIANGLES_FAN and kRenderNormal in a second
rendercycle. The triangles do not have a texture, they are colored simply by
calling Color4f. Works
are you drawing it in the transparent triangles or the normal triangles
call?
try moving it from one to the other
Normal triangles. Transparent triangles does not seem to be called in a
second rendercycle... I don't know why, but perhaps that's why overview
rendering is done from normal
buffer checking so
you don't run in a wall and that hides your triangle?
cya
Sebastian Steinlechner
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Its just that i was taking some shots yesterday, and half of them ended up
as .bmp files in the halflife directory and then the other half as tga files
in the mods dir?!
The only thing i can think of was that half way though i binded mouse3 to
screenshot and used that instead of f5.
There
Hi,
Getting back to the original question (TGAs showing up with only 256
colors). I tried it myself and I got only 256 colors, too. It looked ok, but
having at least 16bit would be muuuch better. So, why does HL reduce the
color depth? To me that does not make any sense, does it?
cya,
A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can they
be any size you want?
TheTinySteini
You need to use a 32-bit TGA
24bit color and 8bit alpha
HL will change the color to 16bit and use the
Now I presume I can just set edict-free to true when a bot disconnects to
rectify this (as UTIL_PlayerByIndex will ignore it then), but I don't want
to just do that without knowing if that's going to have more far flung
implications. Is this safe to do?
IIRC, when clients disconnect, the
As i recall... you put NOCLIP on, fly _above_ the
level look down, and set a special CVAR that
changes how HL renders the level... so there is no
perspective... then just take a screenshot. You'll
have to alter it in a paint program afterwards
Suitable vague explanation, but
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