> With this post you sorta imply that you will be releasing an
> update that fixes the vehicles problems. Do you plan on
> doing that, or was I simply misreading it?
It's not being worked on right now.
The SDK already has a framework for writing your own predicted entities.
The client DLL has fu
With this post you sorta imply that you will be releasing an update
that fixes the vehicles problems. Do you plan on doing that, or was I
simply misreading it? I am having a lot of problems trying to
transfer the vehicles to client side. Can you give me some tips, or
preferebly some example code
> Why would the preprocessor be inserting that extra C when I clarly
> have CPropCGJeep being changed to C_PropCGjeep?
I'm not going to bother looking into it particularly deeply (:P) but keep
in
mind that IMPLEMENT_NETWORKCLASS_ALIASED is a macro. Look up its
definition; you're probably using it
Ok, so I decided to create my own vehicle class, CPropCGjeep. It
derives from CPropVehicleDriveable on the server side, and
C_PropVehicleDriveable on the client side. I did this using an #ifdef
CLIENT_DLL like is shown many times in the code.
#include "cbase.h"
#ifdef CLIENT_DLL
#inclu
Childe Roland wrote:
Ok, so I decided to create my own vehicle class, CPropCGjeep. It
derives from CPropVehicleDriveable on the server side, and
C_PropVehicleDriveable on the client side. I did this using an #ifdef
CLIENT_DLL like is shown many times in the code.
However, when I declare this:
I
I was wondering if you can give me a clue on how to start. Perhaps
you could move one of the functions client side as a demo? I really
have no idea how your guys' netcode works or how to begin moving
things to the client side. Any hints or links you can give me that
may give me a start on how to
Optimizations, and lots of them. I took out everything that wasn't
needed for our mod (guns, boosters, etc)
On Thu, 16 Dec 2004 00:06:19 -0600, Childe Roland
<[EMAIL PROTECTED]> wrote:
> Can you give some hings on how you managed to do that? I am planning
> on having many vehicles in my mod, an
Can you give some hings on how you managed to do that? I am planning
on having many vehicles in my mod, and don't have the time to rewrite
the netcode right now.
On Thu, 16 Dec 2004 13:08:38 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> I've since done a lot of optimizing on the vehicles in our mod
I've since done a lot of optimizing on the vehicles in our mod and
have gotten the network traffic down to about 1kb/sec per vehicle
being driven. This is fine for our mod, we should be able to have half
a dozen vehicles on a map at one time.
I'm sure if you moved more stuff over to the client you
PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of ChessMess
> Sent: Wednesday, December 15, 2004 12:26 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Netcode and Vehicles
>
> Yahn we'd love to do that 32 vehicle mod... however coding has fallen to
> me until I can find
etting you guys more documentation is an ongoing effort in which we are
actively engaged.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ChessMess
Sent: Wednesday, December 15, 2004 12:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Netcode an
#x27;d be happy to
> help with any technical issues along the way.
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of ChessMess
> Sent: Tuesday, December 14, 2004 8:13 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] N
y, December 14, 2004 8:13 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Netcode and Vehicles
Almost seems that BF2 is going to be what we need rather then HL2.
Don't get me wrong... I've been dying to do HL2.. but if we can only
realistically expect a minor handful of vehicles to be
I'm not sure... I guess the only way to know is to try. :)
Just wish I felt a bit more reassured about the outcome.
On Wed, 15 Dec 2004 10:50:55 +, Andrew 45yrf <[EMAIL PROTECTED]> wrote:
> If your mod is only going to be boats, then wouldnt the lack of
> acctually base players being replac
If your mod is only going to be boats, then wouldnt the lack of
acctually base players being replaced with vehicles balance out the
bandwidth issues slightly?
On Wed, 15 Dec 2004 08:10:38 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> Has other nice guy say (botman?) you can always cheat (maybe use "f
Has other nice guy say (botman?) you can always cheat (maybe use "fliing
vehicles" but fake a water plane, or something similar) or has Jay say,
you can optimize the sdk for your purpose
total conversions are much more about breaktrough than to continue
clonning stuff... its normal to push the lim
Almost seems that BF2 is going to be what we need rather then HL2.
Don't get me wrong... I've been dying to do HL2.. but if we can only
realistically expect a minor handful of vehicles to be usable at any
one time without Lag issues... we'll its definetly a major
consideration that has to be evalua
>
> So basically what your saying is Vehicle based mods are a no
> go for the source engine?
This is totally not true. The SDK does not currently have an optimized
network data model for vehicles, but it's completely possible to
optimize (or otherwise redefine) the network data for vehicles in a
Tony "omega" Sergi wrote:
C&c renegade. Heh
I've been in 64 player games, and the whole thing is about vehicles, and I
get 20 latency or so.
Course, it's a totally different engine, and a lot older now.. but ;)
Yeah. I'm thinking more along the lines of Havok, Karma, etc. physics
engine type vehic
--
[ Picked text/plain from multipart/alternative ]
Jay,
Are the these constants from VPHYSICS/VEHICLE.H :
#define VEHICLE_MAX_AXLE_COUNT 4
#define VEHICLE_MAX_GEAR_COUNT 6
#define VEHICLE_MAX_WHEEL_COUNT (2*VEHICLE_MAX_AXLE_COUNT)
hardcoded into the Engine DLL ?
Th
: December 14, 2004 8:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Netcode and Vehicles
I don't think you could create a multiplayer MOD with 32 boats in it or
32 dune buggies and be able to run on anything but a LAN (no matter
who's engine and physics tech you're using).
--
We never had our own server to fully test with... we have had to fight
and scratch for every single bit we were able to do, from coding to
modeling to testing etc I've seen games with as high as 28 players
in them at the mod's highpoint.
On Tue, 14 Dec 2004 19:44:19 -0600, Jeffrey botman Broo
We'll we had some large groups in the BF1942 version of HydroRacers
1... but not in the order of 32 players. Ideally our Mod would able to
handle 12 - 24 players all within vehicles depending on GameMode.
On Tue, 14 Dec 2004 19:25:20 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> ChessM
ChessMess wrote:
I find this incredibly troubling considering that a main focal point
of our mod is vehicular in nature (Hydroplane Racing). Can someone
from Valve comment on this situation and what if any steps they are
taking to help address this problem?
Just out of curiosity, how many clients d
ChessMess wrote:
So basically what your saying is Vehicle based mods are a no go for
the source engine?
A few ground based vehicles should be fine, I would imagine. Water
based vehicles are probably less complex physics-wise than wheeled
vehicles. Flying vehicles would be the least complex.
I don
What about a Racing boat mod?
On Tue, 14 Dec 2004 17:44:26 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> Teddy wrote:
> >
> > Someone's gonna hafta try to cut down the netcode of the vehicles alot
> > before we can feasibly use them in multiplayer
> >
>
> Knowing what I know about oth
I find this incredibly troubling considering that a main focal point
of our mod is vehicular in nature (Hydroplane Racing). Can someone
from Valve comment on this situation and what if any steps they are
taking to help address this problem?
ChessMess
HydroRacers 2
http://HydroRacers.StratacticStud
So basically what your saying is Vehicle based mods are a no go for
the source engine?
On Tue, 14 Dec 2004 18:40:02 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> ChessMess wrote:
> > What about a Racing boat mod?
>
> Are they flying boats? ;)
>
> --
> Jeffrey "botman" Broome
>
>
ChessMess wrote:
What about a Racing boat mod?
Are they flying boats? ;)
--
Jeffrey "botman" Broome
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Teddy wrote:
Someone's gonna hafta try to cut down the netcode of the vehicles alot
before we can feasibly use them in multiplayer
Knowing what I know about other physics engines (not knowing all that
much about Havok), flying vehicles usually require less bandwidth to
keep the client and server in
In our preliminary tests, we found that if someone jumps in a vehicle,
it adds a permanent 2-4kb/sec of incoming data to each client (from
the server). Needless to say, can't have too many of these on a map,
especially if you want some bandwidth for physics props.
Someone's gonna hafta try to cut
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