Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] That might not work so well if you want some gravity (will be a pain to get the correct end position). I decided to just create some non-networked member vectors in the server side class for the entity and use them to store the velocity and posit

Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] Ah ok yeah, I can appreciate that. I was thinking of doing a similar thing sometime for bullettime bullets (the client bullet would go slowly along a path at a fixed speed until the server says it's ended). To do that I was going to just make the

Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I am moving it on the server. I mean to have the same entity (derived from CBaseAnimating) simulated independently on client and server. It seems like it should work if I can just get the entity creation sent then stop doing updates. The reason

Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] You need to send it at least once (for each client) for it to be created/acknowledged clientside. Why would you want to do this? It shouldn't be using any bandwidth if you're not moving it on the server or changing any of its network vars.. in wh

[hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I'm trying to create an entity that has a visual representation on the client separate from it's server counterpart, with the only networking occurring when the entity is created on the server side (like a temp ent) to keep bandwidth use down. So

RE: [hlcoders] Problems with latest hl2dm sdk update:

2006-10-29 Thread Chris Janes
The quick and easy way to resolve this is to change the SteamAppId from 215 to 320 in your mods GameInfo.txt - while it will enforce the requirement of having HL2DM, I can't think of many ways of owning an HL2 game that doesn't include DM, it's also a bit easier than shipping a bunch of redundant t

[hlcoders] Physics props and players

2006-10-29 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] Since I have merged the recent EP1 update with the mod I work on, all our mappers physics props have stopped colliding with players. I was wondering if something went wrong during the merge or this was disabled in the latest source? They still col