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 > >> >> > > > > > >> >> > > > > _______________________________________________ > >> >> > > > > 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 > >> >> > > > >> >> > > > >> >> > > >> >> > _______________________________________________ > >> >> > 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 > >> >> > >> >> > >> > _______________________________________________ > >> > 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 > > > > > > _______________________________________________ > 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