Cstrike uses a separate message to send this information. Not all
players made be in your PVS so you don't know were everyone is.
AddToFullPack() is currently called num_players*num_map_entities per
frame, so adding anything extra in here is expensive (I am doing some
optimisation work right now to remove this bottleneck).



> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle
> Sent: Friday, February 13, 2004 12:45 AM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] AddToFullPack(...) question...
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> 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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