RE: [hlcoders] Netcode and Vehicles

2005-05-10 Thread Jay Stelly
> 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

Re: [hlcoders] Netcode and Vehicles

2005-05-09 Thread Childe Roland
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

Re: [hlcoders] Netcode and Vehicles

2005-04-22 Thread [EMAIL PROTECTED]
> 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

Re: [hlcoders] Netcode and Vehicles

2005-04-22 Thread Childe Roland
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

Re: [hlcoders] Netcode and Vehicles

2005-04-22 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Netcode and Vehicles

2005-04-21 Thread Childe Roland
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

Re: [hlcoders] Netcode and Vehicles

2004-12-16 Thread Teddy
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

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Childe Roland
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

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Teddy
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

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Tristan Fairbairn
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

RE: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Yahn Bernier
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

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread ChessMess
#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

RE: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Yahn Bernier
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

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread ChessMess
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

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Andrew 45yrf
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread tei
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
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

RE: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jay Stelly
> > 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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
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

RE: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Michael Hobson
-- [ 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

RE: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Tony \"omega\" Sergi
: 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). --

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread ChessMess
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 > >

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
ChessMess wrote: What about a Racing boat mod? Are they flying boats? ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Teddy
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