The fundemental problem in this puzzle is getting the position of a
server side entity (the projectile) to match up with the predicted
position of the players view model on the client. There's no easy way
to do it, because even if it was a listen server, the view model and
the world model
Ah, thanks for the reply Teddy, I think I am going to fudge projectiles
the best I can like the RPG does :)
Best Regards
Ian
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: 23 June 2005 16:16
To: hlcoders@list.valvesoftware.com
Subject: Re:
Having somewhat of a funny time with a crash bug. This one is odd, it
only crashes HLDS (linux or windows), but not listen servers. It occurs
directly after a changelevel. After the text Spawn Server MAPNAME is
printed to the server console, it simply segfaults with a jump to a
location which
I realize this is an old thread but I'm running into problems getting
the system you've described to work.
It seems to work ok for maps with a limited number of entities but when
the number increases to roughly 550 entities I get an ED_Alloc: no
free edicts error.
Basically I run through the
Tim Jones wrote:
I realize this is an old thread but I'm running into problems getting
the system you've described to work.
It seems to work ok for maps with a limited number of entities but when
the number increases to roughly 550 entities I get an ED_Alloc: no
free edicts error.
Basically I
tei wrote:
I am newbie at HL.
Its the deletion instantaneus or its executed before the end-of-frame?
Count your entitys, maybe this will help for debugging purposes.
When you UTIL_Remove() an entity, you set a flag to 'true' that says
Hey Engine, when you get around to it and you feel the
Jeffrey botman Broome wrote:
tei wrote:
I am newbie at HL.
Its the deletion instantaneus or its executed before the end-of-frame?
Count your entitys, maybe this will help for debugging purposes.
When you UTIL_Remove() an entity, you set a flag to 'true' that says
Hey Engine, when you
kenny wrote:
Having somewhat of a funny time with a crash bug. This one is odd, it
only crashes HLDS (linux or windows), but not listen servers. It occurs
directly after a changelevel. After the text Spawn Server MAPNAME is
printed to the server console, it simply segfaults with a jump to a
Would it be possible to see that list of entites that are not
destroyed on round restart? I think i've got most of them covered, but
there's a few things like lights and sound entities i'm not too sure
of.
Cheers,
Teddy
On 2/25/05, Matt Boone [EMAIL PROTECTED] wrote:
Cs and dod both destroy the
I have posted a summary of the recent Attachment Points and Weapons
thread, here on the Handy Vandal's Almanac --
http://www.handyvandal.com/halflife2/almanac.asp?chapter=181
Karl
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