On Fri, 2006-03-31 at 15:09 -0500, Jorge Rodriguez wrote: > 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.
All hope is not dead on teh intarnets. A few notes: Correction: the shadow is not updated for every CUserCmd, but for every _batch_ of commands. If the user's commands are dropped for some reason, then the player is not simulated at all server-side. (His physics shadow doesn't move, but it still exists). When the commands finally to arrive, they are then all simulated in the timespace of a single frame. What exactly are the non-obvious differences between the Player/Vehicle/Shadow/Motion controllers? > 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? That was essentially my point. It's not my problem, though, it's KMod's problem. I just brought it up because I noticed a few mailings on this list from them. John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders