Yahn we'd love to do that 32 vehicle mod... however coding has fallen to me until I can find a dedicated coder and I"m new at this and have to wear Coder, PR, Webmaster, PM, and many other assorted hats... while preparing for a newborn in a month ta boot! Got any free time you want to dedicate to a mod? lol :)
On Wed, 15 Dec 2004 10:42:38 -0800, Yahn Bernier <[EMAIL PROTECTED]> wrote: > You should be able to make your vehicles as lightweight from a > networking point of view in Source as in any other current or next > generation engine. You have complete control over how much data is sent > for each vehicle and it's generally not too tricky to move lots of logic > over to the client to avoid having to network it. In fact, you could > make vehicles nearly 100% client side if you so desired. > > Jay or I are happy to provide specific suggestions on how to reduce > bandwidth usage by vehicles/phyics/players/weapons or whatever you run > into, but you'll need to formulate a plan so you can ask questions we > can give real answers to. > > I'd love to see someone try to do a 32 vehicle game and we'd be happy to > help with any technical issues along the way. > > Yahn > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of ChessMess > Sent: Tuesday, December 14, 2004 8:13 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Netcode and Vehicles > > Almost seems that BF2 is going to be what we need rather then HL2. > Don't get me wrong... I've been dying to do HL2.. but if we can only > realistically expect a minor handful of vehicles to be usable at any one > time without Lag issues... we'll its definetly a major consideration > that has to be evaluated. > > I would suspect many mods are pretty much of the mindset that vehicles > are a given and that any new engine should be able to handle it without > issue on a mutliplayer environment, especially considering the standard > set by the BF series in that regard. > > How many mods here have vehicles as a large component of thier design? > > On Tue, 14 Dec 2004 21:37:55 -0600, Jeffrey botman Broome > <[EMAIL PROTECTED]> wrote: > > Tony "omega" Sergi wrote: > > > C&c renegade. Heh > > > I've been in 64 player games, and the whole thing is about vehicles, > > > > and I get 20 latency or so. > > > > > > Course, it's a totally different engine, and a lot older now.. but > > > ;) > > > > Yeah. I'm thinking more along the lines of Havok, Karma, etc. physics > > > engine type vehicles which are usually more complex in terms of > > joints, constraints, contacts, replusors, etc. > > > > UT2004 does a pretty good job of getting multiple Karma vehicles going > > > in a multiplayer level at once, but their physics "properties" are > > fairly simple. And the game has been tuned pretty well to pass the > > minimal amount of entity physics data over the network to keep the > > clients and servers relatively in sync with each other. > > > > -- > > Jeffrey "botman" Broome > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ChessMess > Stratactic Studios > http://www.StratacticStudios.com > > _______________________________________________ > 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 > > -- ChessMess Stratactic Studios http://www.StratacticStudios.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

