Re: [hlcoders] Multiplayer NPCs
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 -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer NPCs
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? The all-new My Yahoo! - What will yours do? http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer NPCs
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? The all-new My Yahoo! - What will yours do? http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Multiplayer NPCs
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer NPCs
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? ___ 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