Ours, but some Valve code is mess too :)

On Wed, Nov 25, 2009 at 10:37 PM, Matt Hoffman
<lord.matt.hoff...@gmail.com> wrote:
> 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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