Well, split screen play would be limited to listenservers and not allow
more than one real client to be connected.
Another issue is that if player one is underwater, the second viewport
will get the underwater fog effect applied to it. I assume that is being
done by the engine so I don't know if it's possible to fix that or not.

I might have better luck with HL2 but my computer can barely handle 1
viewport :)

John Sheu wrote:
On Wednesday 29 November 2006 1:36 pm, TheLazy1 wrote:

Thanks for that info but the additional viewpoint code causes a crash.
Maybe I could send all the entities anyway and filter out the non
visible ones client-side?


That would sort of negate the whole point of PVS in:
1.  Reducing bandwidth requirements.
2.  Cheating prevention.

;-)

-John Sheu

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