You guys should take a look at how the camera/monitor code does it, as that
adds another viewpoint to be rendered that is potentially far from the
client.  I haven't looked myself, so I can't offer any more than that
suggestion right now.


From: "Joel R." <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Sending entities to the client that only a bot can
see
Date: Tue, 28 Nov 2006 13:48:01 -0600

--
[ Picked text/plain from multipart/alternative ]
I too have been looking for something similar.  I have entities that I
render on the client that aren't in the client's view according to the
server so the entity model flickers in and out when it drags just out of my
view and back in.  I need to set it to be shown even if its not in the PVS.

On 11/28/06, TheLazy1 <[EMAIL PROTECTED]> wrote:
>
> What I'm trying to do is add split screen play to half-life deathmatch,
> currently I have the client rendering from the view of a bot which in
> the future will be controlled by additional players through player 1.
> The problem is that once player one leaves the area of the player two
> bot, the entities in the bot's view disappear.
>
>     // Ignore if not the host and not touching a PVS/PAS leaf
>     // If pSet is NULL, then the test will always succeed and the entity
> will be added to the update
>     if ( ent != host )
>     {
>         if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet
)
> )
>         {
>             return 0;
>         }
>     }
>
> Commenting that code "fixes" the problem but also causes the client to
> render every entity in the level causing a noticable drop in
performance.
> Are there any ways around this?
>
>
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>
>
--

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