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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 06-03-2005
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Default Source SDK Update June 2

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June 02, 2005 (current release)

Changes/Additions
--------------------------------------------------------------------------------

Included source code for alternative player physics - improves player interaction with physics objects in multiplayer. Look for code that references the sv_turbophysics ConVar
Added hl2mp model animation sources under sourcesdk_content\hl2mp\modelsrc\player\player_mal e_anims.qc and player_female_anims.qc
Added a sample skeleton for use with MotionMapper under sourcesdk_content\generic\modelsrc\heavy_walk.smd. This can be used with various HL2MP animations (like hl2mp\modelsrc\combine_soldier_xsi\reload_standing .smd). It is meant for use as the second parameter on the MotionMapper command line
Added a sample skeleton for use with MotionMapper under sourcesdk_content\generic\modelsrc\heavy_walk.smd. This can be used with various HL2MP animations (like hl2mp\modelsrc\combine_soldier_xsi\reload_standing .smd). It is meant for use as the second parameter on the MotionMapper command line
Added MotionMapper template files (referenced by documentation) under SourceSDK\Bin\MotionMapperTemplates
Fixed compiling shaders with spaces in the MOD path
Added files for the VertexLitGeneric shader under the src\sdkshaders\advanced directory (when you install the source code)
Updated MotionMapper and its code to the latest version
Bug fixes
--------------------------------------------------------------------------------

Fixed qc_eyes outputting a wrong filename in the QC text
This alternative player physics stuff sounds interesting. Can anyone explain it?
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  #2  
Old 06-03-2005
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hmm

sounds interesting

this may be a bit off topic...but i think i have seen you before... are you an admin of the LKM818 server on Sven Coop?
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  #3  
Old 06-03-2005
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Yuppers

Ontopic: It's sounds like it might put more focus on client side calculations rather than server side. But I have no idea.
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  #4  
Old 06-04-2005
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Doing searches all over steampowered.com, and I can't find anything explaining this, or even discussing it. Maybe I'm just not looking for the right keywords...


Anyway, I just hope it doesn't break SF again...at least this time they tell us what they are changing...
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Old 06-04-2005
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Hrmm, I'm not sure this will have an effect on Source Forts. It is my understanding that when they are talking about Multiplayer Player Physics Interactions, I think it might be talking for like css, where if u try and jump on a physics object it pushes you off. SF uses single player physics interactions, where you can jump on objects and manipulate them. My 2 cents, could be completly wrong.
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Old 06-04-2005
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"Look for code that references the sv_turbophysics ConVar "
Sounds to me they've included some backwards compatibility. Or is it forwards? No, I'm pretty sure it's backwards.
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Old 06-10-2005
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I don't think there is really any need for technical explanation, they are simply saying that they have improved their means of physics interaction.

Quote:
Originally Posted by Kylegar
this may be a bit off topic...but i think i have seen you before... are you an admin of the LKM818 server on Sven Coop?
Oh man, I used to reg in that place all the time (my ingame alias was walmart_security then).
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Old 06-10-2005
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Quote:
Originally Posted by WillyDavidK
Oh man, I used to reg in that place all the time (my ingame alias was walmart_security then).
Walmart_security eh? You wouldn't be the one who a long time ago was making those crazy MS-Paint cartoons for Desert Combat mod?
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Old 06-11-2005
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There's like 1000 people who use that name..
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  #10  
Old 06-11-2005
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I played with one that played The spelialists mod alot.
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