Wow! For once, an informative, accurate and thoughtful post in a list
that usually contains nothing but cruft! You caught me off guard.
Thanks, John.

John Sheu wrote:

****  QUESTIONS  ****

1.  Are we guaranteed only 1 CUserCmd processed per frame?


I don't think so. I think that in high-lag situations the net code may
receive more then one user command in the space of one frame. There's
definitely the capacity to process more then one command, so I assume
that Valve wrote that because there is a possibility of that happening.

****  OTHER THOUGHTS ****


I haven't seen any GoldSrc code before, but I suspect that the only way
to _exactly_ reproduce GoldSrc player physics would be some crazy coding
in VPhysicsShadowUpdate(), or even stripping the player of VPhysics
simulation entirely.  You'll likely do a _lot_ of copy-pasting of
GoldSrc code either way.  I think, to be honest, that you'll have to go
the latter route (nuking VPhysics) because there's no way that VPhysics
will exactly reproduce GoldSrc physics.  You'll have to do it all in
CGameMovement.


Actually, CGameMovement is pretty much a direct port to C++ of HL1's C
pm_shared code. Most of the physics and alot of the code has been
retained. The only real functional difference between HL1 and HL2
movement code is the player vphysics shadow, and all that does is move
the player around a little bit if his movement interferes with vphysics.
To get movement code identical to HL1, effectively all you would need to
do is remove the code from VPhysicsShadowUpdate(), but then your player
would lose all interaction with physics objects, and why would you want
that?

--
Jorge "Vino" Rodriguez


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