I changed that so that it always know the position, don't see much lag so far, but I have no tested with more then 10 ppl.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Taylor Sent: Tuesday, November 25, 2003 10:46 AM 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

