-- [ Picked text/plain from multipart/alternative ] You can add a point to the player's PVS. The render target camera does it so you can see what it sees. It's serverside and it's something really simple.
On 11/28/06, Joel R. <[EMAIL PROTECTED]> wrote: > > -- > [ 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? > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders