i think what he wants to know is how to use the efx api to cut down on the
excess lag that using TE_'s causes.

accessing the efx api is exactly the same as using TE_'s except you dont
have to generate excess data. cutting down lag severely. making them
actually BE client side.

-omega
Blackened Interactive
http://www.nofadz.com/blackened
IRC: irc.gamesnet.net channel: #blackened-interactive
Assistant Coder, Underhive (http://www.underhive.com)

----- Original Message -----
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 01, 2002 1:33 PM
Subject: Re: Re[2]: [hlcoders] Server to Client effects


> > Yes, which gives me the the server side fields needed to send the
> > message. Doesn't help me to generate the effect on he client side,
> > AFAICT. Where on the client side are the SVC_TEMPENTITY type message
> > picked up and handled? Once I've found that, then I can locate how the
> > various TE_* effects are created, but I'm starting to think those
> > messages are handled in the engine, and the client doesn't see them...
> >
> > -----------
> > Cruise
>
> "Where on the client side are the SVC_TEMPENTITY type message picked up
and
> handled?"
>
> They are in the engine.  You don't have access to the temporary entity
> effects code.
>
> You can look through the Quake I source code (ftp.idsoftware.com) to see
how
> the original Quake I TE_ effects were done.
>
> You send the TE_ network messages from the server to the client using
> MESSAGE_BEGIN(), WRITE_BYTE(), WRITE_LONG(), MESSAGE_END(), etc.  There
are
> examples in the SDK source code of sending temporary entity effects to the
> client.  Just do a case sensitive search for "TE_" to find them.
>
> Jeffrey "botman" Broome
>
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