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