Who's code, yours or valve's? ;)

On Wed, Nov 25, 2009 at 1:29 PM, David Kraeutmann <da...@davidkra.net>wrote:

> I can clean it up and post there. It's a real mess tbh, but the whole code
> is.
>
> On Wed, Nov 25, 2009 at 7:14 PM, Saul Rennison <saul.renni...@gmail.com>
> wrote:
> > Is the Empires team willing to post their vehicle code on *
> > developer.valvesoftware.com*?
> >
> > Thanks,
> > - Saul.
> >
> >
> > 2009/11/25 Nick <xnicho...@gmail.com>
> >
> >> I was also impressed with Empiresmod's  vehicles, extremely well coded
> >> and developed. Fun to drive and fun to play.
> >> I would suggest you visit http://www.empiresmod.com/ for all those who
> >> haven't played it.
> >>
> >> On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman
> >> <lord.matt.hoff...@gmail.com> wrote:
> >> > I always was impressed with Empires lack of traditional mp vehicle
> view
> >> lag.
> >> > Still want multiple-body groups for them though. :P
> >> >
> >> > On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann <da...@davidkra.net
> >> >wrote:
> >> >
> >> >> We somehow solved that problem in Empires, need to lookup tho how.
> >> >> Maybe we have a vehicle movement class somewhere, but I doubt that.
> >> >> IIRC we had rather large issues with prediction, tho.
> >> >>
> >> >> On 11/25/09, Christopher Harris <char...@resrchnet.com> wrote:
> >> >> > I'd think it be best to derive a new gamemovement class where you
> >> >> implement
> >> >> > movement logic for how your vehicle will behave, I suggest highly
> to
> >> not
> >> >> use
> >> >> > the vehicle interface because then it will require that players
> have a
> >> >> > decent ping or it will lag big time.
> >> >> >
> >> >> > By making a custom gamemovement logic you can run the logic both
> >> server
> >> >> and
> >> >> > client side meaning the player can predict it and therefore not
> appear
> >> to
> >> >> > suffer as much from latency. You could start out simplistic with
> just
> >> >> > getting the player to behave like a vehicle and then focus on
> issues
> >> such
> >> >> as
> >> >> > suspension and decoupling turning from mouselook, etc.
> >> >> >
> >> >> > Mainly, with players you want movement to be responsive, and when
> >> dealing
> >> >> > with latency that means that the movement code must exist on both
> >> client
> >> >> and
> >> >> > server so they can predict what their commands will do and show it
> as
> >> >> quick
> >> >> > as possible.
> >> >> >
> >> >> > Chris
> >> >> >
> >> >> > -----Original Message-----
> >> >> > From: hlcoders-boun...@list.valvesoftware.com
> >> >> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> David
> >> >> > Kraeutmann
> >> >> > Sent: Wednesday, November 25, 2009 6:21 AM
> >> >> > To: Discussion of Half-Life Programming
> >> >> > Subject: Re: [hlcoders] Looking for some advice and direction
> >> >> >
> >> >> > Vehicles have a couple of specific physics rules, I'd suggest
> creating
> >> >> > a CVehiclePlayer which extends some vehicle class or interface and
> >> >> > implements the needed methods.
> >> >> >
> >> >> > On 11/25/09, Matt Hoffman <lord.matt.hoff...@gmail.com> wrote:
> >> >> > > Why not replacing the player with a vehicle, and making him fast?
> >> >> Wouldn't
> >> >> > > that cut an unnecessary segment out of the loop and make life
> more
> >> >> > > peaceful/less "effin source physics grr"?
> >> >> > >
> >> >> > > Depends on what he's trying to accomplish.
> >> >> > >
> >> >> > > On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
> >> >> > <t_edwa...@btinternet.com>wrote:
> >> >> > >
> >> >> > > > I was going to compliment you on your use of the English
> language,
> >> >> but
> >> >> > > > then I realised that you should have said /effect/. :-P
> >> >> > > >
> >> >> > > > The player model can be defined anywhere you see fit, but it's
> >> >> normally
> >> >> > > > done either in the player ent's Spawn() function or the
> GameRules'
> >> >> > > > FinshPutClientInServer() - or whatever its precise name is.
> >> >> > > >
> >> >> > > > That's going to be a tricky way of doing things however. It
> could
> >> be
> >> >> > > > considered a hack, but spawning the existing player ent inside
> a
> >> >> vehicle
> >> >> > > > and making sure he can never leave would be much more
> effective.
> >> >> > > >
> >> >> > > > Shawn Somers wrote:
> >> >> > > > > I'm relatively new to Source modding, and I need some help
> >> getting
> >> >> off
> >> >> > > > > the ground,
> >> >> > > > >
> >> >> > > > > I'm trying to create a mod that replaces the player with a
> >> vehicle,
> >> >> bu
> >> >> > > > > am having trouble determining what all I need to do in order
> to
> >> >> affect
> >> >> > > > > these changes. I already have the vehicle model, (static with
> no
> >> >> anims
> >> >> > > > > yet) and am capable of placing the model in a map as a static
> >> prop.
> >> >> > > > >
> >> >> > > > > What code do I need to change, to replace the player model
> with
> >> the
> >> >> > > > > vehicle, and use the weapon/weapons on the vehicle?
> >> >> > > > >
> >> >> > > > > Where do I start?
> >> >> > > > >
> >> >> > > > > can someone point me in the right direction?
> >> >> > > > >
> >> >> > > > > Shawn
> >> >> > > > >
> >> >> > > > > I
> >> >> > > > >
> >> >> > > > > _______________________________________________
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> >> >> > > > >
> >> >> > > > >
> >> >> > > > >
> >> >> > > >
> >> >> > > > _______________________________________________
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> >> >> > > > please visit:
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> >> >> > > >
> >> >> > > >
> >> >> > > _______________________________________________
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> >> >> > >
> >> >> > >
> >> >> >
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> >> >> >
> >> >> >
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> >> >> >
> >> >> >
> >> >>
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> >> >>
> >> >>
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> >> >
> >> >
> >>
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> >>
> >>
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> >
> >
>
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