Re: [hlcoders] OT: Screen res effects ping/latency or not?

2003-03-18 Thread Chris 'Tal-N' Blane
Thanks for that Jeff, I see that the ping would slow down at the clients end because the pc is handling other matters rather than sifting through the packets as fast as it can. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, March 18, 2003 7:20 PM

Re: [hlcoders] Viewport Question

2003-01-21 Thread Chris 'Tal-N' Blane
First it's fogging, then it's particle systems. .. viewports must be the new 'black' this year. :) - Original Message - From: Alexander Jochum [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 21, 2003 8:13 AM Subject: [hlcoders] Viewport Question Hi there I added Bigguys

Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Chris 'Tal-N' Blane
The problem seems to relate to my Gforce4 4200 card, I've tried various driver versions with the same bizzare effect ranging from full screen blurring to a HOM effect only when the view turns and it's rendered were some surfaces should be. - Original Message - From: [EMAIL PROTECTED] To:

Re: [hlcoders] Motion Blur

2003-01-11 Thread Chris 'Tal-N' Blane
Using a colour glow shell to duplicate the model several times mkaing them progressively less opaque and then somehow finding a way to delay the animation of the duplicates to be behind the current frame of the actual model. I'd wager that rendering them with a delay would surfice. For information

[hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Chris 'Tal-N' Blane
I help moderate the VERC Wanted forums and someone recently posted a request for a programmer to create a database system for an on-line RPG mod using HL. Now my knowledge of the networking side of HL is somewhere between zero and minus one but something in my gut says it can't be done. I know

Re: [hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Chris 'Tal-N' Blane
Ok thnx, I'll pass the information on. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 09, 2003 5:19 PM Subject: Re: [hlcoders] Creating a persistant statistic database? I help moderate the VERC Wanted forums and someone recently

Re: [hlcoders] models flickering

2003-01-09 Thread Chris 'Tal-N' Blane
I'd suggest you pick up the Spirit of HL source code as this was solved by Laurie. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 09, 2003 7:03 PM Subject: Re: [hlcoders] models flickering Everyone knows that monster models will

Re: [hlcoders] models flickering

2003-01-09 Thread Chris 'Tal-N' Blane
I'm not suggesting that you take it all but it does solve the juddering problem for NPC's in motion. Yeah and i know that Spirit isn't fantastically stable for multiplayer but as i said, you don't need to incorperate it all. - Original Message - From: Pat Magnan [EMAIL PROTECTED] To:

Re: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Chris 'Tal-N' Blane
I think you need to cut back on sniffing that superglue Omega. :) We can all see what it's doing to your poor brain. - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 08, 2003 9:56 PM Subject: RE: [hlcoders] Collision problem after rescaling

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-04 Thread Chris 'Tal-N' Blane
, 2003 1:20 AM Subject: Re: [hlcoders] Engine enhacements been added in next HL patch? - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 4:12 PM Subject: [hlcoders] Engine enhacements been added in next HL patch

[hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
One of my dev team somehow got word that the next HL patch might include some if not all of the engine enhancements from CS:CZ, mainly the added model capabilities like alpha maps. I've not heard any mention of this from the usual sources but it seems possible now that CS:CZ has been handed over

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
Thnx for an informed opinion about that botman, although it's not the official word it sounds like there certainly alot of doubt as to the position Valve might take on this issue. I find it funny how you said they'd never risk something that would break any mods, especially as i remember some mod

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
I'm not much of a programmer, I just handle the all management and various design aspects of the project I leave the programming to Laurie and James. :) Odds are that after i get done with this I'll spend a year learning C++ since that the last area for me to gain experience in. Odds are we'll

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
I've used QEradient for HL editing and i have to say that it's a damn nightmare trying to set the damn thing u pto use WADs, but i simply couldn't settle with it once i got past the traumatic set up. I hate to sound like one of the brainwashed masses but WC/Hammer simply is perfect for Quake

Re: [hlcoders] impact decal

2002-12-02 Thread Chris 'Tal-N' Blane
The source uses a single set of decals for all bullet holes. I've been using a colour decal for my bullet holes for DT so it'll be available in the next build. It's part of one of the wads' but I can't remember exactly which one atm. Probably decals i think. Original Message - From:

Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Chris 'Tal-N' Blane
Correct me if I'm getting confused but surely HL uses as much memory as needed and considering the sort of spec machines around nowadays and the capabilities of gfx cards then having several Mb of texture memory for each npc isn't such an issue. Or does the HL engine have internal limitations that

Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Chris 'Tal-N' Blane
The difference is that while a multiplayer mod needs to load all of the models and all of the weapons, it has a higher memory useage. Luckily I'm working on a single player project so we have more direct control over what is precashed and what isn't. So if there's a way to all for 1024x1024

Re: [hlcoders] Config vars for improved graphics?

2002-10-16 Thread Chris 'Tal-N' Blane
I thought something like that would be engine side? - Original Message - From: Peter Immarco [EMAIL PROTECTED] To: HLCODERS [EMAIL PROTECTED] Sent: Thursday, October 17, 2002 6:49 AM Subject: [hlcoders] Config vars for improved graphics? This is a multi-part message in MIME format.

Re: [hlcoders] custom effects

2002-09-19 Thread Chris 'Tal-N' Blane
As far as I'm aware the best solution would be create addtional bitfields rather than flags since HL has a limitation on how many flags can be used on an entity, however you can have many bitfields as you want. - Original Message - From: John Carr [EMAIL PROTECTED] To: [EMAIL PROTECTED]

Re: [hlcoders] Are their any full details on what CS:CZ is adding to the engine?

2002-06-15 Thread Chris 'Tal-N' Blane
Yeah but surely something has to be altered in the code to apply the new things. From what Ive gathered so far they've made significant changes to what the models are capable of, now surely this would have some effect on the new SDK they said was going to be released. - Original Message

[hlcoders] Are their any full details on what CS:CZ is adding to the engine?

2002-06-14 Thread Chris 'Tal-N' Blane
Quite a simple question which only Gearbox and Valve can probably answer. I'm just curious as the new SDK which will 'eventually' be released will include these additions and I'd like to know in advance what to expect. Also is there a rough outline for the time when this new SDK with the engine

Re: [hlcoders] triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
: [hlcoders] triApi speed problems Given that my particle engine is completely free for anyone to use, I invite pasting of the code. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane Sent: Sunday, May 12, 2002

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
: triApi speed problems From: Chris 'Tal-N' Blane [EMAIL PROTECTED] Ask Rain, i was only have old source before this was developed. I can send the testmod folder but i don't think that the list allows for attatchments no matter how small

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
Nope it didn't work. I'll upload to our FTP and make a link available here then. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 13, 2002 7:16 PM Subject: Re: [hlcoders] Re: triApi speed problems This is a multi-part message

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
- From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]] Sent: Monday, May 13, 2002 14:17 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: triApi speed problems This is a multi-part message in MIME format. -- It's not an easily solvable problem otherwise we wouldn't have asked. Anyway

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
on anything but 3 will slow you down tremendously. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N' Blane Sent: Monday, May 13, 2002 2:42 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: triApi speed problems Yeah i realised

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
must be done to get the right colour behind the sprites. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 13, 2002 8:11 PM Subject: Re: [hlcoders] Re: triApi speed problems Ahhi didnt' think that the explosion.mdl was still

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
to differ. My test results show something more sinister hardware side. Could you have your coder come up with a cvar so I can test different numbers of particles? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N' Blane Sent: Monday, May 13

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Chris 'Tal-N' Blane
. it'd be a cool effect for a heavier than air gas cloud... - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 13, 2002 2:21 PM Subject: Re: [hlcoders] Re: triApi speed problems I think that's the problems since the scale

Re: [hlcoders] No TriAPI fog in D3D?!

2002-05-13 Thread Chris 'Tal-N' Blane
glide but I don't think D3D is dead quite yet :-) OGL is much better from a programming perspective IMHO, much easier to use, and you get free cross-platform compatibility as well...plus the wonderful GeForce series of chipsets are made to work with it :-) --- Chris 'Tal-N' Blane [EMAIL PROTECTED

Re: [hlcoders] triApi speed problems

2002-05-12 Thread Chris 'Tal-N' Blane
on screen before a major slowdown. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 11, 2002 7:33 PM Subject: Re: [hlcoders] triApi speed problems I'd love to tell ya it worked... but it's still the same problem. :( Anyone else

Re: [hlcoders] triApi speed problems

2002-05-12 Thread Chris 'Tal-N' Blane
The problem is that by system copes fine even when dozens of decals overlap. I am already aware of that issue however thnx. - Original Message - From: Matthew Lewis [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 6:13 PM Subject: [hlcoders] triApi speed problems It's

Re: [hlcoders] (no subject)

2002-05-12 Thread Chris 'Tal-N' Blane
Que: Enevitable 'What's an entity' question. :) - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 7:59 PM Subject: Re: [hlcoders] (no subject) make a entity.. - Original Message - From: Brandon Robertson

Re: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Chris 'Tal-N' Blane
: Re: [hlcoders] Re: triApi speed problems whats the exact code you use to draw them? - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 8:33 PM Subject: Re: [hlcoders] Re: triApi speed problems 5 sprites? hardly

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
Just a comment from me. I'm the prioject leader, this is the particle system kindly donated to us by friends in Hostile Intent. Just the engine mind you, not the implementation. The effect ISN'T consistant. On a PIII 350 with GF2 MX it runs fine, yet on some other systems ( mine in particular)

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
50fps with the particles on screen? - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 11, 2002 6:11 PM Subject: Re: [hlcoders] triApi speed problems Read the other post for more details, why would this effect one system

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
Would this vsynch be a HL setting or something in device manager/display properties? - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 12:53 AM Subject: Re: [hlcoders] triApi speed problems Read the other post for more details, why

Re: [hlcoders] triApi speed problems

2002-05-11 Thread Chris 'Tal-N' Blane
'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 2:01 AM Subject: Re: [hlcoders] triApi speed problems Would this vsynch be a HL setting or something in device manager/display properties? - Original Message - From: botman [EMAIL PROTECTED

Re: [hlcoders] [OT] question to valve, curious

2001-12-04 Thread Chris 'Tal-N' Blane
like to see those out of sheer curiosity. Chris 'Tal-N' Blane [C4 Software CEO] www.c4software.net - Original Message - From: [DRP]Avatar-X