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I edited this function to allow for players info to be sent regardless of
line of sight for a client side radar I coded a while ago.  However I did
not realize this would in turn force the client to draw the players all the
time regardless of line of sight. This creates a huge performance problem as
players could be on opposite sides of the map, but you can see the epoly's
are still being rendered in the background (and then of course being covered
up by foreground polygons or whatnot). Is there any other way to do this? I
just want player origin coordinates. If I don't add them to the pack each
frame, then clients will not be able to get any other players coordinates
unless they are in the line of sight. This defeats the purpose of my radar
as I want teammates to be able to see other teammates on the radar all the
time. I could care less about all the other info and I definitely don't want
hl to be rendering unnecessary polygons. I suppose I could send each player,
every other player's origin every 1/10th of a second or so in some kind of
message, but this is redundant information and this was the old method for a
radar. Is there an elegant way to do this?  To take advantage of client side
information without causing all these adverse side effects?







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