Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tony "omega" Sergi
half-correct. they reside in their own lump, the static prop lump. the engine loads them -like- entities (they have a client-side render handle etc, and are pretty much identical to entities in that regard) and they do have a serialized index so decals created on the server can be applied to them o

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
Those aren't real entities. They are absorbed into the world at compile time. On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote: Well, doesn't the client load the prop_static entities and the like? ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Jonas 'Sortie' Termansen
Well, doesn't the client load the prop_static entities and the like? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Stephen Micheals
Entities in all source MP games are handled by the server, the client is untrusted as such on connection to a server or loading a new map from the server the client downloads the entities to use from the server ( the entities in the clients BSP are never used ) there are different methods used to o

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
As far as I understand it, the client ignores the entity lump when loading a map and just waits for the server to send it information about which entities it needs to spawn where. I doubt that info_player_spawn itself is ever broadcast to the client. On 10/11/2010 10:02, Trevor 'Drak' wrote:

[hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Trevor 'Drak'
Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using keyvalues, that allow you to edit/add/remove entity’s durning map loading. Can this just be handled server side? If I remove an “info_player_spawn” or any entity for that matter, because it’s left within the client’s .bsp wi