With this post you sorta imply that you will be releasing an update
that fixes the vehicles problems.  Do you plan on doing that, or was I
simply misreading it?  I am having a lot of problems trying to
transfer the vehicles to client side.  Can you give me some tips, or
preferebly some example code (besides whats in the SDK) to get me
started?

How do the IVehicle, IclientVehicle, and Iservervehicle work with
relation to each other?  Are these going to have to be consolidated
into one, or which class should most of this consolidation take place
in?  There seems to be so much that goes in either client or server
that it would be impossible to code it in both.  I really need some
help here, and would appreciate it if the guys at valve who wrote and
(should) know this code could give me some real help.  If I do get it
working I plan on posting advice on Wiki to allow other modders to get
it done without having to pull all of their hair out.

On 12/14/04, Jay Stelly <[EMAIL PROTECTED]> wrote:
> >
> > So basically what your saying is Vehicle based mods are a no
> > go for the source engine?
>
> This is totally not true.  The SDK does not currently have an optimized
> network data model for vehicles, but it's completely possible to
> optimize (or otherwise redefine) the network data for vehicles in a mod.
> The current implementation works well for single player games, but it
> does use a fair amount of bandwidth.  It would be straightforward to
> move much of the data over to the client and out of the network stream.
> Without doing more analysis of your mod and the current bandwidth usage
> of vehicles it's hard to say how much you'd need to strip from the
> stream.
>
> I don't have a date for when we'll release an internally developed
> solution.
>
> Jay

--
=============================
<SB> Childe Roland
"I will show you fear in a handful of jellybeans."

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