Re: [hlcoders] Multiplayer NPCs

2005-04-22 Thread Jeffrey \botman\ Broome
SB Childe Roland wrote:
Does anybody know where I can get more information about transfering
existing code to be client side??
Probably just by looking at the sdk source code to see what stuff is
handled in cl_dll (client side) verses dlls (server side) and, of
course, game_shared (for things that run on both the client and the server).
Looking at the source code is the best way to understand how things
should be done.
Use the source Luke. - Obi-wan
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Jeffrey botman Broome
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Re: [hlcoders] Multiplayer NPCs

2005-04-21 Thread SB Childe Roland
Does anybody know where I can get more information about transfering
existing code to be client side??

On 12/18/04, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 i would look at clinet side predctions, and work from
 there (sorry if this has been answered)

 things that should be done on the client are
 animtions, and sounds, while the demage should be
 sever side, this of course will get harder as you
 progress to things line gun ships, and striders

 Adam


 --- wheaty [EMAIL PROTECTED] wrote:

  I've been able to get a fully working headcrab in a
  multiplayer mod
  (basically copied the npc_headcrab code and spent a
  while trimming it
  until it compiled).  As it stands right now,
  *everything* is done on
  the server side, which isn't exactly optimal.  My
  question is, should
  I attempt to hack the headcrab into the shared
  code?
 
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Re: [hlcoders] Multiplayer NPCs

2004-12-18 Thread Adam \amckern\ Mckern
i would look at clinet side predctions, and work from
there (sorry if this has been answered)

things that should be done on the client are
animtions, and sounds, while the demage should be
sever side, this of course will get harder as you
progress to things line gun ships, and striders

Adam


--- wheaty [EMAIL PROTECTED] wrote:

 I've been able to get a fully working headcrab in a
 multiplayer mod
 (basically copied the npc_headcrab code and spent a
 while trimming it
 until it compiled).  As it stands right now,
 *everything* is done on
 the server side, which isn't exactly optimal.  My
 question is, should
 I attempt to hack the headcrab into the shared
 code?

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 To unsubscribe, edit your list preferences, or view
 the list archives, please visit:

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[hlcoders] Multiplayer NPCs

2004-12-17 Thread wheaty
I've been able to get a fully working headcrab in a multiplayer mod
(basically copied the npc_headcrab code and spent a while trimming it
until it compiled).  As it stands right now, *everything* is done on
the server side, which isn't exactly optimal.  My question is, should
I attempt to hack the headcrab into the shared code?

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Re: [hlcoders] Multiplayer NPCs

2004-12-17 Thread David Byttow
How do you know it's not exactly optimal? Have you done testing? You
have to think of what can be done clientside. Obviously you want all
logic and movement to be on serverside. So that leaves very little to
client-side aside from FX, sounds and death effects.


On Fri, 17 Dec 2004 11:00:15 -0500, wheaty [EMAIL PROTECTED] wrote:
 I've been able to get a fully working headcrab in a multiplayer mod
 (basically copied the npc_headcrab code and spent a while trimming it
 until it compiled).  As it stands right now, *everything* is done on
 the server side, which isn't exactly optimal.  My question is, should
 I attempt to hack the headcrab into the shared code?

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