Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread John Sheu
On Friday 12 January 2007 3:34 pm, Justin Krenz wrote: > Does "SweepCollideable(...)" not support OBB? I know const.h says > SOLID_OBB is not implemented, but from what little I played with it, > SweepCollideable seemed to correctly orient the entity's bounding box > before doing the trace. Not s

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] That's interesting Krenzo. I will have to check out how PhysShouldCollide works. If it works alright, it could really help with the prediction. At the very least we could implement something like sv_turbophysics. What may be difficult is getting t

Re: [hlcoders] Recording demos broken in EP1?

2007-01-12 Thread Adam \"amckern\" Mckern
I have the same problem, but my anims (mostly guns) are all courpted the first time i built the mod code - with default settings. Adam --- Nate Nichols <[EMAIL PROTECTED]> wrote: > Hi, > > On the two machines I've tried it on (one of which > is full of my > modding stuff and the other which is

[hlcoders] Recording demos broken in EP1?

2007-01-12 Thread Nate Nichols
Hi, On the two machines I've tried it on (one of which is full of my modding stuff and the other which is a clean HL2/HL2:EP1 install), the record command works correctly in Half-Life 2, and munges animations and other things in Episode 1 and my mod. The animations jump all around, NPCs looking

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Minh
I believe someone from Valve mentioned earlier that SweepCollideable() and TraceRay() are currently stub implementations in IPhysicsEnvironment, so they don't do anything meaningful. - Original Message - From: "Justin Krenz" <[EMAIL PROTECTED]> To: Sent: Friday, January 12, 2007 1:34 PM

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Justin Krenz
Does "SweepCollideable(...)" not support OBB? I know const.h says SOLID_OBB is not implemented, but from what little I played with it, SweepCollideable seemed to correctly orient the entity's bounding box before doing the trace. As far as VPhysics, what about using PhysShouldCollide( IPhysicsObj

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread John Sheu
On Friday 12 January 2007 1:00 pm, Justin Krenz wrote: > I remember Valve said Havok doesn't want their code opened in the SDK at > all, so I doubt Valve wants to start opening anything up in the VPhysics > interface to get the functionality you want. I'm just looking for a call something like: IP

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] We are attempting to rewrite our prediction code in order to make collisions less crazy. We might just drop the idea at this point. As for custom physics, this is the implementation we currently have, however there is no way to trace a collideable

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Justin Krenz
I remember Valve said Havok doesn't want their code opened in the SDK at all, so I doubt Valve wants to start opening anything up in the VPhysics interface to get the functionality you want. I chose client-side vehicles because it's the fastest solution. You just move the vehicle code client-sid

RE: [hlcoders] Linux DS Build problem

2007-01-12 Thread Ben Everett
And found the bug. FYI in the Makefile you shouldn't be referencing tier0_i486.so and vstdlib_i486.so by $(GAME_DIR)/bin. As these symbolic links are made in the Makefile when you do a 'make mod' it will suffice to have it set to just 'tier0_i486.so' and 'vstdlib_i486.so'. If you do a 'ldd' on the

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] This is the reason I made my vehicles purely out of SOLID_BBOX. I was able to reduce cpu load from physics by ALOT and was able to have great prediction. On top of that, I controled my movements with 100% precision. Only downside was I had to fa

[hlcoders] Multiplayer Vehicles

2007-01-12 Thread John Sheu
I've come to the conclusion, finally, that the Source engine in its present form does not do multiplayer vehicles well. The issue is this: for a smooth experience, we need prediction. To do prediction, we need to be able to simulate a vehicle forward multiple timesteps relative to the environment