Krenzo learned to code by writing Empires, now we've got to clean up... On Wed, Nov 25, 2009 at 11:41 PM, David Kraeutmann <da...@davidkra.net> wrote: > 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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