Yeah Valve please drop everything you're currently doing and improve a 10
year old editor. That's the most important thing right now.
On Fri, Oct 11, 2013 at 5:37 PM, Nick xnicho...@gmail.com wrote:
threads like this make me facepalm at the arrogance of valve software.
everyone in source
I don't think it's exposed to modders. I had to add engine code to get it
in G(arry's )Mod.
On Wed, May 8, 2013 at 3:52 AM, Jesse F jesf...@gmail.com wrote:
I was hoping someone might be able to help me out. I'd like access to info
about the waveforms sent by people using in game voice. I'd
mat_reloadmaterial
mat_reloadtextures
As far as I know there's no commands to reload a vtf based on name.
garry
On Tue, Jan 29, 2013 at 4:11 PM, Trevor Janok tja...@comcast.net wrote:
Hey guys,
** **
Anybody have any clue on how to update materials in realtime? I think GMod
does
I think Brian just likes being grabbed
garry
On Thu, Aug 23, 2012 at 11:46 AM, J. McBroom jimbo...@gmail.com wrote:
Gave it a shot, no luck unfortunately.
It definitely seems like it's somehow tied to the amount of content
loaded, if we only precache half the models then we're fine...
Transition tables aren't related to string tables. They're used to store
the renderer's state (the SHADOW section in shaders).
garry
On Thu, Aug 23, 2012 at 12:08 PM, J. McBroom jimbo...@gmail.com wrote:
Yep, checked it out and everything looks normal, not that close to
hitting the limit of
I might be missing something obvious, but can't you just override
*Player::GetRenderAngles()
or
*PlayerAnimState::GetRenderAngles()
or find out where it's fudging m_angRender in the playeranimstate
// Rotate entire body into position
m_angRender[YAW] = m_flCurrentFeetYaw;
m_angRender[PITCH] =
, 2012 at 5:49 PM, Nick xnicho...@gmail.com wrote:
Anyone have an estimate the least down payment required for a license?
On Thu, May 24, 2012 at 3:37 AM, Garry Newman garrynew...@gmail.com
wrote:
Licencees have their own mailing list, I usually get good a response
on there...
garry
Licencees have their own mailing list, I usually get good a response on there...
garry
On Wed, May 23, 2012 at 6:58 PM, Andrew McWatters
mcwattersand...@gmail.com wrote:
Thanks for the clarification, the licensee SDK bit is what I figured
immediately after I read the bit about
FYI I was getting this in GMod too, and I too have had to hack around
it. The problem (for me at least) occured in filesystem_steam - when
it attempts to shutdown the Steam interface.
Here's my awesome fix.
http://puu.sh/wiAG
garry
On Tue, May 22, 2012 at 7:24 PM, Andrew McWatters
You know this is hlcoders not hlmappers right?
Technically you could code something that does this.. by getting the key
name, then looking up the bind.. then running that command. But I'm
guessing you're looking for a mapping way to do it, right?
Assuming you are trying to do it via a map..
I think this is what you're looking for?
https://developer.valvesoftware.com/wiki/Unlocking_chapters_in_your_mod
garry
On Wed, Apr 4, 2012 at 9:55 AM, Melissa Zak miss_bee...@hotmail.com wrote:
Good news is that FileSystem is mentioned in the lua sandbox library,
but I wouldn’t have a
I don't think it can be done at all tbh
garry
On Wed, Apr 4, 2012 at 10:23 AM, Melissa Zak miss_bee...@hotmail.comwrote:
Hey garry, thanks for the reply
No. I’m trying to save variables so that my coop maps on my level chooser
unlock like the Portal 2 coop campaign.
Game code is out of
I stopped models precaching in GMod - and you can get up to a second loading
delay when spawning a model - especially ragdolls.
So I think it's safe to assume it loads the whole thing, model, physics,
materials, textures.
garry
On Wed, Sep 14, 2011 at 2:57 PM, Jed j...@wunderboy.org wrote:
That's a good point
garry
On Thu, Aug 4, 2011 at 12:50 AM, Psy_Commando psycomma...@gmail.com wrote:
yeah, but if its a single player mod.
On Tue, Aug 2, 2011 at 3:30 AM, Garry Newman garrynew...@gmail.comwrote:
Not really because the server can make it so that the clients run only
, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.comwrote:
Just putting it out there as another option
garry
On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki
marek.sierad...@gmail.com wrote:
On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com
wrote:
The solution
The solution is simple - code your mod in GMod :D
garry
On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.comwrote:
It's not actually the codebase that matters, it's the benefits of the later
Source versions including Mac support, better multi-threaded rendering, etc.
But
Rennison*
On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote:
The solution is simple - code your mod in GMod :D
garry
On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires
stephen.swi...@gmail.comwrote:
It's not actually the codebase that matters, it's the benefits
Just putting it out there as another option
garry
On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki
marek.sierad...@gmail.comwrote:
On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com
wrote:
The solution is simple - code your mod in GMod :D
Why would anyone want to keep
dozens of new people would purchase gmod.
Please garry, do not turn your back on fans who want to play, but are
unable to order online for various reasons...
On Thu, Apr 14, 2011 at 12:32 PM, Garry Newman garrynew...@gmail.com wrote:
Exactly right.
A lot of sites are reporting that people
Exactly right.
A lot of sites are reporting that people get banned from Steam - this
isn't true. (How's that going to work?)
garry
On Thu, Apr 14, 2011 at 5:16 PM, Saul Rennison saul.renni...@gmail.com wrote:
To be slightly more detailed than Rodrigo and Tobias were:
According to Garry's
It's called view bob and view sway. That should help you find it :)
garry
On Thu, Mar 3, 2011 at 9:56 AM, Maarten De Meyer maar...@off-limits.be wrote:
Hi list,
As a fix for a previously posted issue we seriously scaled down all our view
models. As a consequence i've had to change quite a
Anyone know of a way to block these emails? I get about 20 a day.
(I mean these virus ones, not the mailing list)
garry
On Thu, Jan 13, 2011 at 4:08 PM, gageat...@yahoo.com wrote:
http://uxumidajulato.blogspot.com
___
To unsubscribe, edit your
I'm in two minds.
Part of me thinks yeah, messing with this stuff was a lot easier when
it was just a zip file with the programs in it, without all the
bullshit of 4 different engine versions, without having to fight Steam
to make everything work.
But another part of me thinks that if people can
You got a link to this? I'm interested to see it - from what I saw it
looked like they were using the projected texture stuff - is it more
than that? Does it still use lightmaps?
garry
On Fri, Jun 11, 2010 at 2:22 AM, Byron Mallett byrona...@gmail.com wrote:
Judging by the GameInformer
I get quite a lot of people playing GMod on laptops. They have a lot of
trouble.
garry
On Fri, May 7, 2010 at 4:22 PM, Olly oli...@gmail.com wrote:
Nope, only ~5% of steam users (that took part) still use DX8.
http://store.steampowered.com/hwsurvey
On 7 May 2010 15:57, Ryan Sheffer
Anyone wanna try to convince me to upgrade?
garry
On Tue, Apr 13, 2010 at 7:26 AM, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
I'm using the RC, which is alot more stable compared to the betas. I
had no problems with upgrading (Missing Information is compiled with
2010).
-
Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey
botman Broome
Sent: Tuesday, April 13, 2010 8:55 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] VS2010
On 4/13/2010 2:36 AM, Garry Newman
, but it
wouldn't work. It'd be very cool if it did.
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
Even better, I bet you could just use: http://steamcommunity.com/openid/
Thanks,
- Saul.
On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:
Thanks
I was told that it works, but you need to already be logged in on the
steam community site..
garry
On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net wrote:
Strange, it doesn't work for me...
On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com wrote:
Oh
Is there any way that another website can verify a steam login?
I'm quite keen to make one of my websites check whether a user owns
GMod before letting them download files (because at the moment in the
comments there's a lot of does this work on non-steam - and I don't
want to pay to let them
2010 08:45, Garry Newman garrynew...@gmail.com wrote:
Is there any way that another website can verify a steam login?
I'm quite keen to make one of my websites check whether a user owns
GMod before letting them download files (because at the moment in the
comments there's a lot of does this work
Totally agree. These projects always seem to have a 2 week argument
about licenses - which ultimately achieves nothing. You're not gonna
take someone to court because they downloaded your map compiling tool
and have hex edited your name in the About dialogue to theirs. Who
cares??
Hey guys I have
It's so you can render models using a specific material (You know, like
GMod's material override thing).
It'd be useful for doing deferred shading effects (rendering normal, depth
buffers etc), but it doesn't affect world brushes and static models.
garry
On Mon, Jan 4, 2010 at 9:53 AM, Tom
This probably isn't useful to anyone, but I had to get the SteamID of other
players clientside - and couldn't find a way to do it (without networking
them from server)
But eventually I found a way to convert the FriendsID to a SteamID..
const char* C_GMOD_Player::GetNetworkIDString()
{
if (
I feel your pain. Both of these things are just like that and you can't do
anything about them. Sorry ! :(
garry
On Sun, Jan 3, 2010 at 8:06 PM, Christopher Harris char...@resrchnet.comwrote:
Hey,
I am wondering if there is some way to do something similar to
ForceOverrideMaterial on a
Yeah antialiasing ruins shadowing/outline for some reason :(
garry
On Sun, Dec 13, 2009 at 5:06 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
wrote:
To me it looks like a bug in the antialiasing code/functions.
I took a picture to explain the issue better what I mean, it is not ideal
AFAIK you need to destroy and recreate it. It isn't just rendering text,
it's drawing all the characters to a texture and then copying them over
(educated guess).
garry
On Wed, Dec 9, 2009 at 9:01 AM, Janek jan...@gmail.com wrote:
No idea ? This tall parameter should be somewhere.
J.
, 2009 at 5:20 AM, Garry Newman garrynew...@gmail.com
wrote:
Yeah voter fraud is what I'm trying to avoid. I don't want it to become a
contest of who has got the most IP addresses or email addresses. It gets
messy.
Common opinion is going to influence the vote though - since we obviously
have to win 10 grand.
On Wed, Dec 2, 2009 at 11:16 AM, Lech unatten...@gmail.com wrote:
Whoever remakes Build Bridge/To The Top automatically wins 1st
place!
On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman
garrynew...@gmail.com
wrote:
I don't know whether
I don't know whether this will be considered spam, but I thought I'd let the
list know about this contest incase anyone's interested (to my mind it's
probably the 2nd most logical place to post this)
The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5
gamemodes win a prize.
LL_Function( render, GetRenderTarget )
{
RENDER_CONTEXT();
Push_ITexture( pRenderContext-GetRenderTarget() );
return 1;
}
Pretty much returns a texture
LL_Function( cam, IgnoreZ )
{
RENDER_CONTEXT();
if ( g_Lua-GetBool(1) )
{
pRenderContext-DepthRange( 0.0f, 0.01f );
return 0;
}
People have recreated it in GMod..
http://www.facepunch.com/showpost.php?p=18527654postcount=1069
http://www.facepunch.com/showpost.php?p=18527654postcount=1069You don't
really need any new shaders or anything. It's just drawing the players to a
texture in one colour, blurring it, then drawing
If you can find the file named exclude.lst in the game's steam depots,
that's what is excluded from the DS.
GMod's exclude.lst:
*.flv
*.vtf
*.sw.vtx
*.jpg
*.dx80.vtx
*.tga
*.ttf
garry
On Mon, Nov 23, 2009 at 7:31 PM, Adam amckern McKern amck...@yahoo.comwrote:
If you can find the original
All this license bullshit. What's the point.
garry
On Fri, Nov 20, 2009 at 9:50 PM, Bob Somers magicbob...@gmail.com wrote:
Eww... yikes, I can't imagine GPL3 being a viable license for a large
chunk of projects then. Stick with LGPL, it seems to make the most
sense out of all the OS
I don't think so.. I think it's just looks like the server is lagging when
players warp around and seem to buffer up before playing all their usercmds
out in under a second.
Also, I think I read somewhere that the lag compensation in Source only
works up to 200ms - so I guess anyone with a ping
I heard they're aiming to raise the bar by not only developing HL3 in secret
- but also releasing it in secret.
garry
On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:
Well what we want to know is what are the next features that are going
to be added to source.
I've got offsite SVN and a windows home server.
Windows Home Server is defo worth looking into just for day to day
stuff. I could throw any of my computers out of the window right now
and still be able to browse its hard drive via WHS.
garry
On Wed, Aug 19, 2009 at 7:21 AM,
They're probably too busy doing actual work to respond to a list of
scatterbrain pipe dream demands from a bunch of lazy modders.
garry
On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com wrote:
I like how valve has absolutely no response to make regarding this subject.
On Sun, Jul 26,
I'd still choose Lua's syntax over Python's though. I just want PHP
scripting in my game :0
As for the engine. Yeah sometimes it feels stupid and old, but it
seems like every time you start to count Valve out they come back and
knock your head off with some awesome shit.
garry
On Fri, Jul 24,
I just derive all my objects from a class that spazzes out on exit if
it isn't unallocated. But that's probably the kind of thing that you
have to do from the start, so you know that whatever you changed last
caused a leak - rather than later.
The built in _CRTDBG_MAP_ALLOC stuff has worked for
Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots
you could ever want!
garry
On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
H... create a lookalike mod with tf2 content mounted and ask garry
how to do DOF blur?
2009/7/4 Matt
Slightly off topic, but why do people use Perforce over SVN (besides 'cuz
Valve does')?
garry
On Thu, Jun 25, 2009 at 4:25 PM, botman botman.hlcod...@gmail.com wrote:
Ben Tucker wrote:
im having some perforce troubles I have two computers on the same
network, and both have perforce
TBH, that link makes me think SVN is better. I'm not convinced. At all.
garry
On Thu, Jun 25, 2009 at 4:47 PM, botman botman.hlcod...@gmail.com wrote:
botman wrote:
Garry Newman wrote:
Slightly off topic, but why do people use Perforce over SVN (besides
'cuz
Valve does')?
garry
They're not receiving shadows, they're receiving light.
You just set the viewmodel to receive shadows though (not totally
complicated)
garry
On Fri, Jun 12, 2009 at 8:15 PM, KLIMaka beast...@yandex.ru wrote:
No one knows how to make dynamic shadows visible on the ViewModels? Like
this
40 fonts! Yikes!
I'd just move the camera, or render the text to a texture and scale that.
garry
On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter slau...@vault13.co.ukwrote:
That's essentially what I was asking how to do, any pointers on where to
look for drawing to a texture instead of the
Have a look at the surface interface..
garry
On Tue, May 5, 2009 at 10:47 PM, Richard Slaughter slau...@vault13.co.ukwrote:
That's essentially what I was asking how to do, any pointers on where to
look for drawing to a texture instead of the hud?
Thanks,
Rich
Garry Newman wrote:
40
Do what?
Anything I've done, all you've gotta do is ask and I'll tell you how I've
done it.
garry
On Tue, Apr 28, 2009 at 6:04 AM, Cory de La Torre gear@gmail.comwrote:
Minh's got it right ;D Like Garry had ever released how to parent the
projector, amirite.
On Mon, Apr 27, 2009 at 8:10
on the screen..
garry
On Tue, Apr 28, 2009 at 6:29 PM, Michael Corsaro corsa...@gmail.com wrote:
How did you implement DoF and the Sun Flares?
On Tue, Apr 28, 2009 at 9:02 AM, Garry Newman garrynew...@gmail.com
wrote:
Do what?
Anything I've done, all you've gotta do is ask and I'll tell you
Please leave me on the list. This is a notification that I want everything
kept as it is.
garry
On Mon, Apr 27, 2009 at 6:33 PM, Joost van kempen
little_jo...@hotmail.comwrote:
ME TOO PLZ!
Date: Mon, 27 Apr 2009 18:27:14 +0100
From: www@gmail.com
To: hlcoders@list.valvesoftware.com
Why can't people just code their own stuff..
garry
On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Source is all about modding. Valve should understand that. Half of modding
(or more) is experimenting. I don't see why letting people experiment with
it is a good
Wasn't it just a bunch of env_cubemap spheres floating about?
garry
On Tue, Apr 14, 2009 at 11:59 AM, James Keith jimmy4...@gmail.com wrote:
Fine, you code up a NPC that has the properties of a fluid.
James
- Original Message -
From: Garry Newman garrynew...@gmail.com
Rotate using a Matrix
garry
On Fri, Feb 27, 2009 at 8:23 PM, Grash mr_gr...@yahoo.com wrote:
They've been trying to figure this out for the past 3 weeks. What's the
best way to tackle this problem?
- Grash
--- On Fri, 2/27/09, Christopher Harris char...@resrchnet.com wrote:
From:
I'm aware :x
It seems like most if not all of the problems stem from the client in single
player never 'connecting' properly.
Also, everyone's steamid has changed.
garry
On Tue, Feb 17, 2009 at 5:56 PM, danny stannard
dannystann...@btinternet.com wrote:
The recent update that went live seems
So what you're saying is that Valve are busy working on World Peace,
so you might as well just suck it up and learn the engine by looking
at the code, right?
garry
On Tue, Jan 13, 2009 at 4:04 PM, Minh minh...@telus.net wrote:
If you want to save the planet, why don't you just recycle more..
Assuming that GetTargetInScreenSpace uses the view/proj matrices to
work out the pixels.. if you're rendering this in a panel then
wouldn't they have changed, making it all useless?
Try capturing the positions during the actual rendering process, then
using those to draw to the HUD later on.
extern is a generic c++ thing.. it just means the variable is defined
somewhere else.
garry
On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs [EMAIL PROTECTED] wrote:
Hey list,
have been fiddling with trying to get the bool fThrewGrenade from
weapon_frag to grenade_frag using extern bool
but
If by multiple skins you mean multiple materials on the same model,
then yeah, it would definitively be less expensive to have a single
material.
If by multiple skins you mean different skins that you can switch
between, then I'd say no, it's exactly the same.. because all it's
really doing there
Does UTIL_PointContents return anything useful?
garry
On Thu, Sep 18, 2008 at 8:19 AM, Andrew Watkins [EMAIL PROTECTED] wrote:
Hey all, very simple question that I can't seem to find the answer to - how
to tell if a point is outside the game world or not?
I've added an ability allowing
I dunno. I'm guessing it could be even simpler than that.
For the demo's you've only got to really record what things looked and
sounded like. So things like models, angles, positions, gestures. You
don't need to know all the internal data like reload timings etc..
with the exceptions of data for
There's a function on the weapon like IsFirstTimePredicted, you'll
probably want to use that on your clientside increment to prevent it
adding to it multiple times.
Can't really explain why your server var isn't changing without seeing
your code (my best guess would be that you aren't changing
Yeah, right on.
On Sat, Sep 13, 2008 at 3:39 PM, Keeper [EMAIL PROTECTED] wrote:
- I know a lot of things which work that Microsoft don't include with
- windows
Yeah, usually the only things that work are what M$ doesn't include ;)
___
To
Unblocking it would still affect GMod10.
GMod10 downloads Lua files using the downloadables table method with a
dua extension, into a seperate 'download cache' folder, then uses the
files from there.
Ideally there'd be a callback into client.dll from the engine saying
like hey should we download
Ya, I'll probably start playing mods again if they're proper on Steam.
garry
On Mon, Aug 11, 2008 at 6:47 PM, 1nsane [EMAIL PROTECTED] wrote:
Zombie Panic Source and Age of Chivalry?
It would be nice if Valve finally started distributing mods for ?free? over
Steam... that would make updating
Looks like it's drawing on the opaque pass but isn't writing to the
depth buffer.
Change the entity so it's in the transparent render group, should fix
it right up.
garry
On Mon, Jul 28, 2008 at 10:55 AM, Haza [EMAIL PROTECTED] wrote:
We have a problem where a dynamic mesh is not being drawn
Nice. Looks pretty intelligent. (Moreso than most TF2 players).
This might be a stupid question but can you still get achievements by
killing the bots? I mean if they're on a proper server and you do
something to them that would normally unlock an achievement..
garry
On Fri, Jul 25, 2008 at
Hahaha
garry
On Tue, Jul 15, 2008 at 9:38 AM, Tom Edwards [EMAIL PROTECTED] wrote:
But you aren't going to answer him? :-p
Tony omega Sergi wrote:
He did. (me)
-Tony
On Tue, Jul 15, 2008 at 4:13 AM, Wiktor Deresz [EMAIL PROTECTED] wrote:
How about asking creators of PV?
2008/7/15
Can you replace any of the sounds? I would have thought that it would
be reading that file from inside the gcf instead of from the disk..
garry
On Wed, Jul 9, 2008 at 11:11 PM, Tom Edwards [EMAIL PROTECTED] wrote:
I've spent a happy evening dubbing 80s pop epics and glam rock over
TF2's
I think you're probably underestimating the work required to provide
it to us. I doubt it's just a case of including a few extra cpp files.
garry
On Mon, Jul 7, 2008 at 4:12 PM, Nick [EMAIL PROTECTED] wrote:
More portal is better for everyone. The only way valve would benefit
from not
I had this problem for about 2 days. It was crashing in InitialSpawn.
At first I thought it was something to do with the call to gamestats
in InitialSpawn.
What I think fixed it for me was this. I compared all of Valve's files
with all of mine, and deleted the files that Valve had deleted but
I had trouble getting it to work when I was first adding it to GMod. I
don't remember exactly how I got it working but I think it was
something to do with something that was #ifdef'd out (probably an
#ifdef EPISODIC).
I remember it did take me a while to work it out - if you can't find
it let me
Yeah you can up the size and number of render targets for it. Just
search the code for r_flashlightdepthres to see where it's used.
garry
On Wed, Jul 2, 2008 at 6:32 AM, Jake Breen
[EMAIL PROTECTED] wrote:
I was wondering if it would be possible to increase the quality of
Source 2007's Dynamic
Valve need to come and clean my bathroom. I bought Half-Life 1 in
2001, I pay their wages, they owe me this.
garry
On Sat, Jun 21, 2008 at 9:11 AM, Nick [EMAIL PROTECTED] wrote:
Look! another one, like roaches they come out at night. I have no idea
who you stole your steam account from, but I
No, THEY haven't cleaned my bathroom since 2001! I don't see why I
should have to do it when I bought their game!
garry
On Sat, Jun 21, 2008 at 3:13 PM, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
Garry Newman wrote:
Valve need to come and clean my bathroom. I bought Half-Life 1 in
2001, I
Most of this is done in Lua. I have a searchable version of all the
Lua code here:
http://code.garrysmod.com/
Here's how the balloon is made (Even though it doesn't make much sense)
http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
All
I don't really understand the question. The entities are linked
already, in the engine. In what way do you mean linked on the client?
garry
On Sun, Jun 15, 2008 at 12:01 PM, John [EMAIL PROTECTED] wrote:
You didn't answer my question though :(
On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman
be a case of copying the LINK_ENTITY_TO_CLASS
code you already have and just creating the same entity with the same
name on the clientside -- the engine afaik picks up the entity name
automatically.
Garry Newman wrote:
I don't really understand the question. The entities are linked
I'd glady share some of my code if anyone wants to know how I do
something specific in GMod. (Bear in mind that pretty much all of GMod
is scripted via Lua).
garry
On Sat, Jun 14, 2008 at 10:29 AM, Tom Edwards [EMAIL PROTECTED] wrote:
Do you have any code lying around that might be useful to
I'm getting this too. Recompiling with the particles.lib in the SDK
doesn't fix it.
I think it's causing problems with the Hunter NPC. The particle trails
don't show up, but there's particles at 0,0,0 that never go away and
cause sub 5fps when looking at them after a while.
Anyone fixed it?
In multiplayer when you pick up an object it creates a clientside
version of the physics object, for prediction.
A lot of things (like props) don't have a clientside version of the
physics objects, so it wouldn't really collide with them.
The only real good way around it is to disable the
Hasn't PhysX always been free? My only real turn off with PhysX is
having to install drivers to use it.
garry
On Tue, Jun 3, 2008 at 7:36 AM, Dominik Tugend [EMAIL PROTECTED] wrote:
http://tryhavok.intel.com/
Wonder if we'll see it in HL1 mods, heh.
Don't know if NVIDIA's PhysX will do
: Garry Newman [EMAIL PROTECTED]
Sent: Monday, May 26, 2008 3:01 PM
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Changing the players Velocity?
I think all you need to do is remove the ground entity. I can't
remember the exact function
Hah, was that message stuck in your outbox for a few months?
garry
On Sun, Apr 13, 2008 at 1:15 AM, [EMAIL PROTECTED] wrote:
Well Valve dodges the issue entirely because Steam enforces client
updates prior to the client HL2 even being launched.
If there was no client/server mod version
You didn't have cars driving about when this happened did you?
garry
On Fri, Apr 11, 2008 at 8:51 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
They are pretty busy guys so I imagin they wont have the time. The mailer is
the best connection to them imo.
This is also a Multiplayer mod, I'm not
cause/solution.
garry
On Fri, Apr 11, 2008 at 10:33 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
Every time its happened to me a jeep or a jalopy was is the map, either with
a driver or no driver.
On Fri, Apr 11, 2008 at 1:10 PM, Garry Newman [EMAIL PROTECTED] wrote:
You didn't have cars
Your best bet is probably to increase the size of the shadow textures.
If you think it's worth it. The only other way to fix it AFAIK would
be to edit the shader, but what you'd gain in accuracy you would lose
in z fighting looking crap all over the place.
garry
On Sat, Apr 5, 2008 at 9:54 PM,
This is one way to do it. Although the best way is to edit the bone
matrices so it's bigger. I can't remember the exact function but if
you really want it I'll get it.
I think you could technically increase the size of the physics, by
building a new physics object. But I don't know how fast this
It's created in engine. I'm pretty sure that you can re-create it,
with the same name, and it'll still work.
Although when you resize it the monitors in levels will get all messed up.
garry
2008/3/11 [EMAIL PROTECTED]:
This is a multi-part message in MIME format.
--
I have been trying to
I have some code knocking about to place the camera so you can draw
VGUI in the world easier if anyone's interested. The fonts look like
total shit though. It's pretty much exactly the same as what the vgui
screen thing does.
garry
On Wed, Feb 27, 2008 at 9:02 PM, Tony omega Sergi [EMAIL
that I noticed the
most were when objects/npcs would be killed before physics force was
applied, and fixed that by just moving the physics force application before
the damage.
On Wed, Feb 20, 2008 at 2:29 PM, Garry Newman [EMAIL PROTECTED] wrote:
Yeah, but that's no real use at all
, Feb 20, 2008 at 4:15 AM, Ryan Sheffer [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
We do have the jeep, airboat, jalopy in our mod and we haven't noticed any
crashes other than some simple crashes related to vehicles in MP.
On Feb 19, 2008 6:58 AM, Garry Newman
1 - 100 of 272 matches
Mail list logo