im not sure that the client knows the position of all of the players, you
are only sent data from players in your current VIS group afaik so a client
side radar would be rather limited


----- Original Message -----
From: "Kyle" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 24, 2003 8:42 PM
Subject: RE: [hlcoders] Client side radar question


> Ok, I found the problem. The problem was not with the client angles or
> origin being updating, I was using the VGUI.  Meaning I was using small
> little rect's as players and updating the position of each one on a label.
> As it turns out animation with the vgui is very limited , it really only
> updates about 10 times a second (this Is just an estimate, im not sure
what
> the actually number is) however, I changed it and made the little player's
> sprites and it runs VERY smooth now, just as smooth as cs. I will add some
> nice flashing fading effects too when im all done. Perhaps even a tutorial
> (as long as its not for wavelength, those fuckers banned me), seeing how I
> don't think anyone has done a client-side radar. Another thing that's good
> is that's its based off the vgui, the back image scales identical to each
> resolution. However I wont be able to scale the sprites like I can the
> background radar circle, but at least it wont take up any less or more
> window space in different resolutions like the old radars did.
>
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> Sent: Monday, November 24, 2003 4:53 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Client side radar question
>
> Good call, I will use that.
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan
> Sent: Monday, November 24, 2003 4:19 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Client side radar question
>
> extern vec3_t v_origin, v_angles;
>
> These are declared in view.cpp, and are updated every frame prior to
> rendering.
>
> -randomnine-
>
> > I have completed a clientside vgui radar which works with player
> coordinates
> > entirely found in the client code. However, this works fine and all, but
> the
> > coordinates including the angles of even the client only gets updated as
> > many as 10 times a second. So what happens is it looks like the radar is
> > running about 10fps and its really choppy especially if you turn around
> > really fast.  So I was thinking about doing some kind of prediction
where
> I
> > delay the update a whole 10th of a second, just enough so I know the
next
> > angle of the client and I do some kind of interpolation in-between
updates
> > bases off the real time between real frames and the angle between the
> first
> > and the second. in other words I fake the missing in between frames. I
> could
> > do this, but it would be a lot of work for something that's already
done.
> Is
> > there any other way to get the client viewangle ACCURATELY every frame?
> > Right now I use
> >
> >
> >
> > base_player->angles[1];
> >
> >
> >
> > where base_player is real client
> >
> >
> >
> > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin
> );
> >
> >
> >
> > I use that angle as a subtraction to the raw_angle I find using the acos
> > between both origins of the client and the current target.
> >
> >
> >
> > Anyway, it just seems like the angle only gets updates 10 times a second
> > (roughly). My radar is running every frame. So should I proceed with
> > prediction, or should I find another variable or view angle which is
more
> > accurate?
> >
> >
> >
> > --
> >
> >
> > _______________________________________________
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> >
>
>
>
>
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