try these:
http://omegaowns.us/omega/c_trains.cpp
http://omegaowns.us/omega/trains.cpp -- modified for c_trains.cpp
see if it makes a diff and let me know
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-- omega
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Blackened Interactive
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> ---
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But the platform entities are not shared
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ts2do
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If you do LINK_ENTITY_TO_CLASS on the client just like the server, it will
report the exact same names.
I use this hand in hand with some predicted entities, so that I can read
them directly.
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-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http:
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[ Picked text/plain from multipart/alternative ]
The client shouldn't even know the entity's name anyways... it should only
know the nearest defined network class relative to the networked entity's
class. What function do you use to retrieve the entity's name on the
client?
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ts2do
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__
When making maps, with a func_door as my platform, and
setting the move value higher then 120 units/s the
player would be left under the platform, and travel at
around 100 units/s - the jerky movemnt was not
noticable, but it was very sad to see the platform way
above you and you moving up on an 'i
> I'll try that. But the player does seem to be seeing the
> ground entity.
> But it appears he's bouncing off it. The player touches the
> moving plat, gets kick up, gravity takes over, and the plat
> catches up to the falling player and the cycle repeats.
That doesn't really make sense; it's a
> First, for some reason the client shows the platform as class
> "func_platrot" which is correct. But the the server lists the
> same entity as "func_plat" (the base class). I discovered
> this by accident by printing the classname of the ground
> entity indentified in the
> ClassifyPosition() rou
eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
}
else
{
m_flOldPlayerZ = flCurrentPlayerZ;
m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
}
-Original Message-
From: Tony "omega" Sergi [mailto:[EMAIL
Simple.
The player is the only entity in the engine that is completely different
from any other entity.
All player movement, is done via gamemovement; and is predicted on the
client.
Even the vphysics shadow is basically just a hack, it's on the server only.
Secondly, there is a bug with this (
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