Flf's radar is all client side -- and it uses the origin from all entities in pvs. Which is fine, because unless its supposed to show everyone all over the entire map, you only need to see people in your pvs ;)
Mind you, since then, ive created a mini-map similar to dod to replace the standard radar, for that I have to send extra entities over in addtofullpack while the map is on. A pain, but it works. For non-moving entities I can just cache them on the client when the player connects to the game. -omega http://www.frontline2.com > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Tom Taylor > Sent: November 25, 2003 1:46 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > 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? > > > > > > > > > > > > -- > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders