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
>>> >> >> > > > >
>>> >> >> > > > > _______________________________________________
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>>> >> >> > > > please visit:
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>>> >> >> > > > >
>>> >> >> > > > >
>>> >> >> > > > >
>>> >> >> > > >
>>> >> >> > > > _______________________________________________
>>> >> >> > > > 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:
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>>> >> >> > >
>>> >> >> > >
>>> >> >> >
>>> >> >> > _______________________________________________
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>>> archives,
>>> >> >> > please visit:
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>>> >> >> >
>>> >> >> >
>>> >> >> > _______________________________________________
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>>> archives,
>>> >> >> please visit:
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>>> >> >> >
>>> >> >> >
>>> >> >>
>>> >> >> _______________________________________________
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>>> >> >> please visit:
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>>> >> >>
>>> >> >>
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>>> >> please visit:
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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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