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- From: {{hl|4|addtext=: Delta}} {{codeblock|src=liblist.gam|lang=gam|<nowiki>// Half-Life: Delta liblist.gam394 bytes (49 words) - 11:10, 18 August 2023
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- From: {{hl|4|addtext=: Delta}} {{codeblock|src=liblist.gam|lang=gam|<nowiki>// Half-Life: Delta liblist.gam394 bytes (49 words) - 11:10, 18 August 2023
- {{KV|Perframe delta multiplier|intn=blendDeltaMultiplier|float|The per frame delta between desired and current is multiplied by this to get the maximum change1 KB (156 words) - 22:48, 7 June 2025
- The [http://www.fallofsaigonmod.com Fall of Saigon] mod is for Half-Life 2's Source engine. It was created in the fall of 2009 by gamers and is work ...at is based on the Vietnam War. The inspiration for this mod came from the Half-Life mod called {{moddb|tour-of-duty|Tour of Duty (ToD)}}. This mod had a great3 KB (596 words) - 08:27, 15 April 2024
- ゲームデータはネットワーク負荷を減らすために''差分圧縮(delta compression)''を使って圧縮されます。つまりサーバは毎回� {{ACategory|Half-Life 2: Deathmatch}}24 KB (237 words) - 11:10, 12 July 2024
- ;ignore delta time ...ken into account when rendering the length of the trail). By ignoring the delta time, the trail is a raw distance between the current position and the prev3 KB (454 words) - 22:50, 21 January 2024
- ...to play its holster animation before showing a newly chosen weapon in the Half-Life 2 Deathmatch SDK. A new game system is introduced to the code so the switch void SetShowWeapon(CBaseCombatWeapon *pWeapon, int iActivity, float delta)5 KB (607 words) - 17:54, 18 July 2025
- ; <code>Save( [ $file.dmx | $file.obj ], [ $saveType ], [ $delta ] )</code> ...$delta is passed and the save type is OBJ, then only a single OBJ of that delta is saved. "base" is the base state.13 KB (1,828 words) - 06:46, 4 December 2023
- ...проигрывания анимации опускания оружия, перед тем как достать следующие, в Half-Life 2 Deathmatch SDK. Новая игровая система вводит к� void SetShowWeapon(CBaseCombatWeapon *pWeapon, int iActivity, float delta)6 KB (523 words) - 03:47, 22 August 2024
- delta : 通常用于添加[[Blend sequence|瞄准矩阵]]等<code>delta</code>层或[[$weightlist|特定骨骼权重]]层。12 KB (650 words) - 10:39, 9 April 2025
- ...turn_middle turn_right blend vehicle_steer -1 1 } weightlist front_wheels delta autoplay ...wheel_fl_high blend "vehicle_wheel_fl_height" 0 1.0 } weightlist wheel_fl delta autoplay19 KB (2,737 words) - 12:13, 12 July 2024
- Corrective shapes exist in two different 'flavors': the relative (or 'delta' shapes) and the absolute. Absolute shapes wholly define how the face looks4 KB (589 words) - 10:01, 16 June 2019
- ...e numbers are attached to keep track of their data flow. Usually full (non-delta) snapshots are only sent when a game starts or a client suffers from heavy Added since Half-Life 20th Anniversary Update.25 KB (3,993 words) - 04:32, 9 June 2025
- ...subtracted animation ''must'' then be used used by a [[$sequence#Advanced|"delta" $sequence]], at which point it will be added to (instead of replacing) the9 KB (1,379 words) - 21:03, 16 July 2025
- ...played on the net today are modified client / server games. Games such as Half-Life, including its mods such as Counter-Strike and Team Fortress Classic, opera In Half-Life engine games, the user input message format is quite simple and is encapsul36 KB (6,033 words) - 18:14, 7 January 2024
- ...e numbers are attached to keep track of their data flow. Usually full (non-delta) snapshots are only sent when a game starts or a client suffers from heavy *Half-Life 2: Deathmatch22 KB (3,598 words) - 11:10, 12 July 2024
- ...vertical rectangles, rather than just single ticks [was more important for Half-Life 1/Counter-Strike 1.6 engine since it had a software renderer] ...uned for an updaterate of 20 packets per second. This leads to an expected delta between packets of 50 msecs. Because packet loss can occur, the interpolato9 KB (1,497 words) - 10:17, 21 January 2024
- delta : This is generally used to add either <code>delta</code>-ed layers such as [[Blend sequence|aim matrices]] or specially [[$we22 KB (3,391 words) - 17:45, 3 August 2025
- // Snap upper body into position since the delta is already smoothed for the feet ...for the moment, there are a few animations that are available in Valve's ( Half-Life 2: Deathmatch ). If you do own this game, you will need a few programs: Nem45 KB (5,267 words) - 20:19, 30 April 2017
- subtract $seqname$ 0 delta \\ This also creates something that can be used as a "delta" animation. The easiest way to think of these are that they’re just fancy34 KB (5,471 words) - 14:09, 24 April 2025
- .... This technique lends itself most to applying local corrective or limited delta mush shapes to parts of a mesh that experience low-quality deformations, ty : ''Aka most IDST0 games, including {{Half-Life 2|4}}, {{Counter-Strike: Source|4}}, {{Portal|4}}, {{Team Fortress 2|4}}, a23 KB (3,491 words) - 14:25, 3 August 2025