RE: [hlcoders] Models and sequences

2002-01-23 Thread Leon Hartwig
The only circumstance in which this is handled in 8 bits is network transmission, which can be changed by modifying delta.lst. That's what it's there for. Surprise or no surprise, it's not hard coded in the engine and the engine will happily handle as many sequences as you like. You should be

Re: [hlcoders] Constructors

2002-01-23 Thread Jeff Fearn
It's bugging me, what where the names of those methods to emulate constructors and destructors? Which classes should they be used for? Which classes should they not be used for? Constructors and Destructors should not be used for anything that inherits from the CBaseEntity class (since

Re: [hlcoders] Constructors

2002-01-23 Thread Ken Birdwell
Repeat of destructor/constructor C++ discussion. TFC uses them. HL doesn't. Read why and how below. -Original Message- From: Ken Birdwell Sent: Thursday, September 13, 2001 2:31 AM To: '[EMAIL PROTECTED]' Subject: RE: [HLCoders] CBaseEntity Memory Mgmnt Q. I guess an important

RE: [hlcoders] Models and sequences

2002-01-23 Thread Ken Birdwell
Leon is mostly correct, though the engine IS limited to only supporting 4,294,967,296 sequences. :P In any case, the whole business of needing the sequence to line up is ONLY if you're displaying a different model on the client than the one the server is using. Since HL and TFC allow clients to

[hlcoders] new model skeletons

2002-01-23 Thread Christopher Long
I haven't actually looked into this yet so i can't really say i have had a go but i was just wondering what is involved when changing a players skeleton to one that doesn't use the standard default valve skeleton. Is any coding involved at all or should it all be handled already properly,

RE: [hlcoders] Models and sequences

2002-01-23 Thread Adrian Finol
One thing to remember is that any transformation applied to the model client side has to be duplicated on the server in order to mantain hit detection in order. We had this problem with CS, where the client was doing all the blendings ( 9 to be exact ) while the server had no idea about what