Sounds like a good new. Honestly, I was about to switch to UDK. But maybe
this might just work..
Is faceposer fixed ? And, does this use Qt for the UI, like the SFM ?
On Wed, Jun 26, 2013 at 8:14 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:
The expectation is that the Singleplayer
I think the one from Alien Swarm could. Though, for some reasons, you have
to create all the folders from the VPK into your mod folder. Just the
folder structure, without extracting the models in them. And they with
ASW's hlmv you could navigate to the model's folder and load it for some
reasons.
VAC has no
impact on the situation.
** **
Jan
** **
*Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
*Gesendet:* Montag, 10. Juni 2013 19:34
*An:* Discussion of Half-Life Programming
*Betreff:* Re
-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
*Gesendet:* Donnerstag, 13. Juni 2013 08:58
*An:* Discussion of Half-Life Programming
*Betreff:* Re: [hlcoders] Source 2007 servers not showing up in Steam's
server list
Is it possible this has something to do with the steampipe upgrade ? Is it
possible you need to use SteamCMD now for orange box ? Unless, nobody has
the same issue.
And this might sound stupid, but the last time my mod's server wouldn't
show up in the browser was because I forgot to remove some
I might be wrong, but my guess is that by not sending a message and instead
calling directly the message associated method, you're leaving the client
unaware that it should play that anim.
Though its been a while since I played with that. Are you using Alien swarm
or the orange box ?
On Tue,
about
them, and I'm kinda disillusioned right now about them to say the least...
And there I go again.. Sorry for the huge read. Please, don't mention
anything that might touch IP again, so I don't write another book in email
form XD
On Thu, May 9, 2013 at 8:16 PM, Psy_Commando psycomma
Oh great.. I actually believed what Gabe said about being hard at work on
new updated mod tools.. _
And they can't be serious.. I tried every single other freaking engines I
know of that are open to mods, and not all that archaic (Unreal, Unity,
Cryengine3, ). And the only one that had most of
the place, in player,
gamemovement, in_mouse, playermove, etc is there a reason it is spread all
over the place?
It seems like ideally all player movement should be controlled in 1 place,
and not 5 or 6 different areas...
On Fri, Aug 17, 2012 at 12:27 PM, Psy_Commando psycomma...@gmail.comwrote
The animstates override player angles, if I remember correctly. You may
want to check it out.
On Fri, Aug 17, 2012 at 1:05 PM, Michael Kramer
gameexpertmas...@gmail.comwrote:
I've been trying for the past few days to implement a barrel roll
function, by applying a transform on the player
was only person to even offer a reply).
Mart-Jan Reeuwijk can you determine what the problem is without
looking at his code??
I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious
issue and
Psy_Commando is very eager to have this thing fixed!
On Thu, Jun 7, 2012 at 1:20
, Psy_Commando psycomma...@gmail.com wrote:
Urgh, forget what I said before, the problem is still there.. However,
attaching a point_viewcontrol to to the vehicle reduce most of the
sluggishness
And thanks for the answer Tony.
On Wed, May 16, 2012 at 1:37 AM, Tony omega Sergi
omegal...@gmail.comwrote
to recreate?
On Mon, May 28, 2012 at 4:02 AM, Tony omega Sergi omegal...@gmail.com
wrote:
I only create a client entity when it needs an effect. If it doesn't
need to
render a particle or a model, it doesn't create one.
On Mon, May 28, 2012 at 7:40 AM, Psy_Commando psycomma
with the
new particle system.
Here's the final result :
http://www.youtube.com/watch?v=xbeM9sg0DX0
On Tue, May 22, 2012 at 10:25 PM, Psy_Commando psycomma...@gmail.comwrote:
Nice. I wonder what other tricks you mean, it sounds pretty interesting :)
Anyways, here's the code I forgot to post in my last
.
On Tue, May 22, 2012 at 2:17 PM, Psy_Commando psycomma...@gmail.comwrote:
Finally got it to work, the server part at least. For some obscure
reasons, my manager entity spawns only on the server, the client-side part
doesn't spawn at all, even if I create it with CBaseEntity::Create ...
On Sun
entity for using the render handle, it
just becomes messy to maintain, but I had thought of doing the same thing.
-Tony
On Mon, May 21, 2012 at 9:44 AM, Psy_Commando psycomma...@gmail.comwrote:
Thanks for the answer.
But after looking at that solution, I have a few more questions:
Any
rolled it out into any
production environment, as nothing I have ever worked on has really needed
it. It still has some issues with losing synchronization over drastic angle
changes, but it performs extremely well.
-Tony
On Sun, May 20, 2012 at 1:35 PM, Psy_Commando psycomma
Hello, I was wondering if it was possible to use the technique the
left4dead devs used for the infected, to handle non hitscan bullets ?
The technique I'm talking about was referenced in an article on the vdc :
If you're creating lots of individual objects all the time, consider
rolling them all
:31 PM, Psy_Commando psycomma...@gmail.comwrote:
Alright, I think I fixed some of the problem. It still jitters from time
to time, but if you're lucky it won't do it at all.. Thanks for the help
this far guys.
The problem was that the new origin and velocity weren't matching. on the
server
as it should, but the
server
is not moving. so the client is fighting with the networked values.
On Wed, May 2, 2012 at 1:40 PM, Psy_Commando psycomma...@gmail.com
wrote:
*I meant in MP with predictions off
On Wed, May 2, 2012 at 12:39 AM, Psy_Commando psycomma...@gmail.com
wrote
, but the server
is not moving. so the client is fighting with the networked values.
On Wed, May 2, 2012 at 1:40 PM, Psy_Commando psycomma...@gmail.comwrote:
*I meant in MP with predictions off
On Wed, May 2, 2012 at 12:39 AM, Psy_Commando psycomma...@gmail.comwrote:
I'm starting to think something
the server vectors are not
properly being set?
ASW Might be using a default proxy that is causing the server vectors to
fail. That is where I'd start.
On Thu, May 3, 2012 at 1:09 AM, Psy_Commando psycomma...@gmail.comwrote:
That's ok, I'm not expecting you to mess with it and fix it for me
PM, Psy_Commando psycomma...@gmail.com wrote:
Oh, and did I mention that the Hl2 buggy does the same thing ?
On Sun, Apr 29, 2012 at 9:15 PM, Psy_Commando psycomma...@gmail.comwrote:
Well I didn't change much from the ES code, I just cut the useful parts,
and tweaked them to fit the vehicle
*I meant in MP with predictions off
On Wed, May 2, 2012 at 12:39 AM, Psy_Commando psycomma...@gmail.com wrote:
I'm starting to think something on the server is messing with the
server-side position..
I ran the code in MP , and noticed that the clientside position was
steady, while
:
With the dedicated server run with the argument -ip 127.0.0.1 and then
it should listen on localhost.
On Sun, Apr 29, 2012 at 12:36 AM, Psy_Commando psycomma...@gmail.comwrote:
You're sure about that ? you're the first person to tell me that.
Besides, I can't connect to a dedicated server
are still simulated
perfectly. This may be another reason why you are getting jitter, because
of the battle between smoothing and simulation.
On Sun, Apr 29, 2012 at 2:39 PM, Psy_Commando psycomma...@gmail.comwrote:
Finally got the dedicated server to work with my local network ip. It
does
..
On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando psycomma...@gmail.com
wrote:
I already posted a link to the pastebin with the whole code earlier (
http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of
the
time I don't get answers when I mail devs. And what do you mean share
what
:
Like I said. Fake lag does not work properly on listen servers in ASW. You
can check for any lag prediction issues by creating a local dedicated
server and connecting to it, then fake lag works as intended.
On Apr 28, 2012 8:32 PM, Psy_Commando psycomma...@gmail.com wrote:
I made some progress
code, and send it to valve... only
valve can help you. Usually valve is quite nice, and I am sure they
wouldn't mind helping you out, as long as you can share what the
problem is with the rest of us.
On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando psycomma...@gmail.com
wrote:
Alright
...@gmail.comwrote:
It maybe worth mentioning that net_fakelag is broken on listen servers in
Alien Swarm. It works on dedicated, however
On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando psycomma...@gmail.comwrote:
I found what was causing the stuttering with 0 ping and in singleplayer.
I
have stuttering when I set net_fakelag to anything 0.
And its gets worst the higher the FPS...
On Fri, Apr 20, 2012 at 10:10 PM, Psy_Commando psycomma...@gmail.comwrote:
I'm not using the template, I just removed the asw junk I didn't need, and
re enabled the player.
But that idea of using
of walks around.
alien swarm already has the 'predicted player controlled other entity'
-Tony
On Sat, Apr 21, 2012 at 3:16 AM, Psy_Commando psycomma...@gmail.comwrote:
Predictions are on. Also I think this may not be entirely attributable to
ASW. I found in one of my old vids
Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
is having the same problem.
On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando psycomma...@gmail.comwrote:
Its called in the shared ProcessMovement method.I assume that method is
called at the same time on client
it on an entity type I have 1 instance of so not
sure what behavior occurs if you have many of em.
** **
*From:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando
*Sent:* Thursday, April 19, 2012 12:37 PM
*To:* Discussion
that developer convar is set to at least 1.
** **
*From:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando
*Sent:* Thursday, April 19, 2012 4:15 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders
Found out why, the server ent returned false for IsPredicted() .
The plane is still jittery though, but here is the dump i get while moving
: http://dl.dropbox.com/u/13343993/abox0003.jpg
It would seem velocity differs, along with a few others.
On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando
prediction
work. I'd recommend just creating a clientside entity and manipulate that,
not the one from server.
On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando psycomma...@gmail.comwrote:
Found out why, the server ent returned false for IsPredicted() .
The plane is still jittery though, but here
I'm having a problem with an aircraft vehicle I've made. I asked the
Eternal Silence team for some pointers and they've shared their flight code
with me, but I'm still getting this weird jerkiness, even at 0ms of ping.
I'm using the Alien Swarm SDK for this.
Here's a video to show the problem :
using vphysics
On Tue, Apr 17, 2012 at 4:48 PM, Joel R. joelru...@gmail.com wrote:
Is the entity simulated using the physics object or bbox and gamemovement?
On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando psycomma...@gmail.comwrote:
I'm having a problem with an aircraft vehicle I've made
, Psy_Commando psycomma...@gmail.comwrote:
using vphysics
On Tue, Apr 17, 2012 at 4:48 PM, Joel R. joelru...@gmail.com wrote:
Is the entity simulated using the physics object or bbox and
gamemovement?
On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando psycomma...@gmail.comwrote:
I'm having
with the server.
Also, I would not use GetNetworkOrigin, as I have seen it can become too
jittery, use GetLocalOrigin instead.
On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando psycomma...@gmail.comwrote:
Doesn't the client interpolate automatically ? I thought that was what
the Network origin
I've been having problem with my vehicle, the camera lags behinds badly :
http://www.youtube.com/watch?v=A22jo3Vjlv0feature=youtu.be
Any advices on how to smoothen this ?
The vehicle doesn't use a vehicle controller, its a simple vphysic object
like a prop has.
Even if I compute that only on the
::FireBullets
On Thursday, December 8, 2011, Psy_Commando psycomma...@gmail.com wrote:
Thanks Saul.
I put the code you gave me into the Client-side PrimaryAttack method but
it didn't fix the problem.
Priyadarshi, thanks but this is basically the orignal asw weapons with
tweak to be used
, you just need to find
where those 2 lines of code go.
On Thursday, December 8, 2011, Psy_Commando psycomma...@gmail.com wrote:
I added it to the clientside firebullet method, and it just gives me
asserts, and now when I set cl_predict to 0 it doesn't fix the problem.
On Thu, Dec 8, 2011
-IsFirstTimePredicted())
return;
The problem is, the weapon fire code being predicted every frame until
it is acknowledged by the server.
Good luck with the mod.
Kind regards,
*Saul Rennison*
On 3 December 2011 19:34, Psy_Commando psycomma...@gmail.com wrote:
I posted this on the valve
I posted this on the valve forums, but without much success. So I'll try
here.
Those are converted asw weapons, to be used by a regular player.
For some reasons in multiplayer the gun appear to shoot thousands of
rounds, while the ammocount is reduced of one. Debbuging for a while showed
me that
://www.youtube.com/watch?v=r0TUzPwD81s
By the way, I read in some comments in the code that there was a new system
handling NPCs firing their guns, but I couldn't find it. Has anybody
anything to say about that ?
On Mon, Nov 28, 2011 at 8:01 PM, Psy_Commando psycomma...@gmail.com wrote:
I did some
your Subject line so it is more specific
than Re: Contents of hlcoders digest...
Today's Topics:
1. Re: npcs not shooting their guns (Saul Rennison)
2. Re: npcs not shooting their guns (Psy_Commando)
3. Re: npcs not shooting their guns (Tony omega Sergi)
4. Re: npcs not shooting
is the metropolice, so I guess you're right that its related.
But how to fix it ?
On Sun, Nov 27, 2011 at 6:19 PM, Psy_Commando psycomma...@gmail.com wrote:
Here's the stacktrace for the attachment not found assert :
Server.dll!CBaseAnimating::LookupAttachment(const char *
szName=0x19853144
I use a modified version of the asw sdk code, and npcs I imported can't
seem to fire their weapons : http://www.youtube.com/watch?v=G_6YaQ3ex1I
I can't figure out why.
___
To unsubscribe, edit your list preferences, or view the list archives, please
yeah, they have smg1
On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison saul.renni...@gmail.comwrote:
Do they even have their weapon equipped?
Kind regards,
*Saul Rennison*
On 27 November 2011 19:57, Psy_Commando psycomma...@gmail.com wrote:
I use a modified version of the asw sdk code
, 2011 at 4:43 PM, Tony omega Sergi omegal...@gmail.comwrote:
I'm not entirely sure because it was hard to read, but if you fix all of
the errors in the console spam, you might solve your issue...
On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando psycomma...@gmail.comwrote:
yeah, they have smg1
. Could you at least
explain how those could affect npc not firing at their targets ?
On Sun, Nov 27, 2011 at 6:01 PM, Tony omega Sergi omegal...@gmail.comwrote:
and i'm pretty sure both of them are by the soldier trying to fire the gun.
On Mon, Nov 28, 2011 at 7:37 AM, Psy_Commando psycomma
);
}
On Mon, Nov 7, 2011 at 4:17 PM, Psy_Commando psycomma...@gmail.com wrote:
Thanks, but I was pretty much expecting that the viewangles were affected
to the player's entity somewhere. I'm not sure where to look though.
I noticed that setting third person platformer to 1 stops the problem
Hello, I've been looking around for info on why it does this :
http://www.youtube.com/watch?v=yP3ZGKfCehQ
Basically the hitboxes are moving with the camera on the y axis and the
hitboxes get out of sync when I strafe.
I use a modified Alien Swarm player (not the marine npc), with the hl2mp
would be the way to go.
** **
Jan
** **
*Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
*Gesendet:* Donnerstag, 27. Oktober 2011 18:19
*An:* Discussion of Half-Life Programming
*Betreff:* Re: [hlcoders
Its a chatterbot.
It probably parsed the hlcoder archives and is spewing semi cohesive
sentences related to the discussions. Like Jan said.
Could be useful for brainstorming though...
On Sat, Oct 29, 2011 at 10:53 PM, Tony omega Sergi omegal...@gmail.comwrote:
This is the one and only time
? Should I
use a fixed time instead ?
On Tue, Oct 25, 2011 at 2:00 PM, Psy_Commando psycomma...@gmail.com wrote:
Oh ok, I thought you meant that you somehow put this stuff in the player
cmd, lol. Anyways, thanks.
On Mon, Oct 24, 2011 at 5:55 PM, Jan Hartung jan.hart...@gmx.de wrote:
During
to the velocities any player input
would cause.
** **
Jan
** **
*Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
*Gesendet:* Montag, 24. Oktober 2011 23:34
*An:* Discussion of Half-Life Programming
*Betreff:* Re
. Along with an animation that fits
the player bbox movement it looks and works quite well.
** **
Jan
** **
*Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
*Gesendet:* Sonntag, 23. Oktober 2011 16:50
Hi guys, I've got another batch of issues :)
First, has anyone been able to make proper crosshairs for third person over
the shoulder view ? since the shooting pos is in diagonals from the camera's
perspective, it makes the actual point of impact differ based on distance. I
thought about tracing
what playeranimstates are you using ? Its probably because of the order in
which you written your run sequence.
On Sat, Oct 15, 2011 at 6:31 AM, Dawid Sobik szo2...@gmail.com wrote:
Hi, i want to use original CS 1.6 models but if i set it to player, model
make crazy moves.
Look at video
years!
On 5 October 2011 02:39, Psy_Commando psycomma...@gmail.com wrote:
Hi I was wondering is mdur...@valvesoftware.com still the address of
the mod
community manager ? I have never received any responses from that
address in
more than 3 months. I have a few questions to ask him before
a single reply from anyone with a Valve
address in over 3 years!
On 5 October 2011 02:39, Psy_Commando psycomma...@gmail.com wrote:
Hi I was wondering is mdur...@valvesoftware.com still the address of
the mod
community manager ? I have never received any responses from that
address in
more
And just for the records, I also tweeted
https://twitter.com/#!/Steam_Support and they just ignore my tweets :(
On Wed, Oct 5, 2011 at 10:32 AM, Psy_Commando psycomma...@gmail.com wrote:
I mailed Yan Bernier. We'll see if I can get any answers.
3 years ? I won't get my hopes up
, no ?
On Wed, Oct 5, 2011 at 10:45 AM, Stephen Swires stephen.swi...@gmail.comwrote:
Because I doubt Steam Support can tell you anything to do with modding.
What is it that you want to find out?
On Wed, Oct 5, 2011 at 3:37 PM, Psy_Commando psycomma...@gmail.comwrote:
And just for the records, I
Hi I was wondering is mdur...@valvesoftware.com still the address of the mod
community manager ? I have never received any responses from that address in
more than 3 months. I have a few questions to ask him before settling for
good on the Alien swarm sdk.
You did that with the single threaded or the other ?
On Mon, Sep 19, 2011 at 11:34 AM, Alexander Davidson
aldavid...@gmail.comwrote:
Ryan Kistner, you are a life saver.
Your patched shadercompile_dll did the trick. I have now managed
to successfully compile all of the stock shaders.
) and
CGameMovement::PlayerMove
2011/9/13 Psy_Commando psycomma...@gmail.com
Hi, I've got yet another question. I'm looking at adding some player
abilities like climbing on ledges, covering behind walls and the like. I
thought the best way would be to add to gamemovement, but its highly
complicated
Hi, I've got yet another question. I'm looking at adding some player
abilities like climbing on ledges, covering behind walls and the like. I
thought the best way would be to add to gamemovement, but its highly
complicated in there, I'm not sure where to start, or how the actual
movement is
Auftrag von *Psy_Commando
*Gesendet:* Freitag, 9. September 2011 02:02
*An:* Discussion of Half-Life Programming
*Betreff:* Re: [hlcoders] Switch from third person to third person
shoulder
** **
Thanks, but it only slightly helped :)
For some reasons the camera doesn't changes back when
Thanks, but it only slightly helped :)
For some reasons the camera doesn't changes back when I release the mouse
button. I checked and StopAiming actually gets called, but it seems that
CAM_ToThirdPerson doesn't do anything :(
On Thu, Sep 8, 2011 at 3:23 PM, Igoreso igor...@inbox.ru wrote:
My
Hi, I'm trying to have the camera switch from third person to third person
shoulder when the user holds the right mouse button. here are my methods on
the client and server :
Shared:
int buttonsChanged = m_afButtonPressed | m_afButtonReleased;
if( buttonsChanged IN_ZOOM )
{
Are you a bot ?
On Thu, Aug 18, 2011 at 8:12 AM, Aaron Johnson ajohnson2...@comcast.netwrote:
please tell me your geniuses with also rewrite the precision mechanisms.
i want to see quake 3 accuracy, when im deagle on all the auto bettys.
thanks.
save the pc competiton from oblivion.
or
No offense, but you somewhat failed my personnal Turing test.. :P
On Thu, Aug 18, 2011 at 7:52 PM, Daku dawid szo2...@gmail.com wrote:
oh God we only talking :P
I am obnoxious bot?
why do you think?
2011/8/19 Psy_Commando psycomma...@gmail.com
Woah, the bots are conversing now :(
I
, half the point of making the stickman was to
provide the source for a simple model. :)
On 11/08/2011 5:19, Psy_Commando wrote:
I mean the model included with swarm and swarm_base.
On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.commailto:
psycomma...@gmail.com** wrote
to start learning.
On 11/08/2011 7:46, Psy_Commando wrote:
You also can just use the marine model :)
And with the asw sdk we have the source for the marine model already.
On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards
t_edwa...@btinternet.commailto:
t_edwards@btinternet.**com t_edwa
-skeleton-2.0a1.zip
On 30/07/2011 12:24, Psy_Commando wrote:
Sorry, for the previous message, forgot to put a subject...
Hi,this time I'm having a more complicated question. Me and my
team were about to switch from Source 2007 to Alien Swarm
Source, to make our
I mean the model included with swarm and swarm_base.
On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.comwrote:
That's pretty neat, but maybe you should use the included citizen, or the
colonist model for the player, instead of the weird stickman. Its a better
showcase
,
and to handle the quadrants problems ? I'm not sure what to do.
On Mon, Jul 25, 2011 at 2:36 PM, Psy_Commando psycomma...@gmail.com wrote:
Thanks, I'll give this a try. Its seems pretty straight forward.
On Mon, Jul 25, 2011 at 11:10 AM, Colm Sloan colmsl...@gmail.com wrote:
Here's an article I've
Yet another question. This time about animstates. I'm trying to re-integrate
parts of the hl2mp animstates into alien swarm. The reason I'm doing this is
because, in alien swarm, there is no aiming anims. The marine's hands are
IK-ed onto the gun model And also marines don't turn their heads
, Psy_Commando psycomma...@gmail.comwrote:
Yet another question. This time about animstates. I'm trying to
re-integrate parts of the hl2mp animstates into alien swarm. The reason I'm
doing this is because, in alien swarm, there is no aiming anims. The
marine's hands are IK-ed onto the gun model
is pointing ? For that you'd need to make new 9-way aim
animations and create a body_yaw pose parameter.
On Aug 7, 2011, *Psy_Commando* psycomma...@gmail.com wrote:
Ok, but aren't there advantages with the 9way anims ?
On Sun, Aug 7, 2011 at 2:14 AM, Tony omega Sergi
omegal...@gmail.comwrote
to implement it. In fact we pulled the whole OB
animstate code into our EP1 based mod.
Regarding the anims - the source for the DOD models using 9-way plus
all the anims, QCs and macros are in the SDK. However I had to pull
them our with GCFScape.
- Jed
On 7 August 2011 21:17, Psy_Commando
yeah, but if its a single player mod.
On Tue, Aug 2, 2011 at 3:30 AM, Garry Newman garrynew...@gmail.com wrote:
Not really because the server can make it so that the clients run only the
scripts it has authorised..
garry
On Mon, Aug 1, 2011 at 9:11 PM, Psy_Commando psycomma
Yeah, and if the end-user has tons of poorly coded add-ons, it will end up
affecting the quality of the mod, no ?
On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires stephen.swi...@gmail.comwrote:
Gmod is useful for prototyping an idea (as long as that idea doesn't
involve AI), it does a very good
It would seem that removing -alldetail doesn't hep. It seems the program
doesn't find the prt file when vvis starts... And I've had weird leaks.
On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando psycomma...@gmail.com wrote:
the vbsp version that comes with asw, turns every brush into func_detail
the structure_seal entity,
which will be on water brushes as well as the big ones surrounding the
world. I can compile maps just fine, so it is possible!
On 31/07/2011 8:09, Psy_Commando wrote:
It would seem that removing -alldetail doesn't hep. It seems the program
doesn't find the prt file when vvis
://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip
On 30/07/2011 12:24, Psy_Commando wrote:
Sorry, for the previous message, forgot to put a
subject...
Hi,this time I'm having a more complicated question.
Me and my team
is a bitch. :) Needing to blank
SetAnimation() had me stuck for ages.
On 30/07/2011 7:48, Psy_Commando wrote:
Didn't Gabe Newell said they were working on sdk tools one or two months
ago ?
Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's
future. I heard from the guys
Hi,this time I'm having a more complicated question. Me and my team were
about to switch from Source 2007 to Alien Swarm Source, to make our mod
free, and to have access to the menu and loading UI and the Alien Swarm
assets. However, Source 2007 is now free, so that removed one of the big
Sorry, for the previous message, forgot to put a subject...
Hi,this time I'm having a more complicated question. Me and my team were
about to switch from Source 2007 to Alien Swarm Source, to make our mod
free, and to have access to the menu and loading UI and the Alien Swarm
assets. However,
Thanks, I'll give this a try. Its seems pretty straight forward.
On Mon, Jul 25, 2011 at 11:10 AM, Colm Sloan colmsl...@gmail.com wrote:
Here's an article I've used before that you might find useful:
http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php
, Jul 22, 2011 at 7:46 PM, Marek Sieradzki
marek.sierad...@gmail.comwrote:
On Sat, Jul 23, 2011 at 1:30 AM, Psy_Commando psycomma...@gmail.com
wrote:
I've been trying to get my entity to follow a path made of path tracks,
but
the movement is either too stiff, or bouncy when reaching a node
I've been trying to get my entity to follow a path made of path tracks, but
the movement is either too stiff, or bouncy when reaching a node and
heading on the next path. My goal is to simulate a fixed wing flying
aircraft, not very accurately but just enough so its convincing.
I'm using the code
name, and vs fails to attach the dll now :(
On Mon, May 23, 2011 at 4:19 PM, Psy_Commando psycomma...@gmail.com wrote:
Thanks, I may give it a try, but I checked his website about his forest
fire simulator, but he seems to have gone for another engine completely.
I think I should be able to do
used Source at one point and had the same problem that you have -
maps are too small - and he managed to get everything scaled down to
compensate.
- Jed
On 23 May 2011 01:02, Psy_Commando psycomma...@gmail.com wrote:
Hey thanks for the idea! I think I could work out some kind of hybrid
map
everything including the player so that the effective map size is
increased. Relatively simple idea and seems to have worked well...
On Thu, May 19, 2011 at 4:25 PM, Psy_Commando psycomma...@gmail.comwrote:
Hi. I know nobody was able to actually change the hard coded map size, but
I gave a try
...@btinternet.comwrote:
You can tweak the various datatables and/or proxies to change the precision
limit.
On 22/05/2011 7:55, Psy_Commando wrote:
Thanks, for the answer, but we are already using this solution. The main
problem with it is that the collision mesh gets horribly mangled
.
Thanks,
- Saul
On 22 May 2011 19:55, Psy_Commando psycomma...@gmail.com wrote:
Thanks, for the answer, but we are already using this solution. The main
problem with it is that the collision mesh gets horribly mangled by the
model compiler.
Now that I think about it, I guess we could split
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