I wish I had more.  I'll probably do what I did on HL1 which was that
when people get pretty far along but get stuck with bugs, etc., I was
able to run their code against a debug engine and track down some of the
weirder issues.  I think we'll be able to help in that way, definitely.

Getting you guys more documentation is an ongoing effort in which we are
actively engaged.

Yahn

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ChessMess
Sent: Wednesday, December 15, 2004 12:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Netcode and Vehicles

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
> >
> > _______________________________________________
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> please visit:
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> >
> >
>
>
> --
> ChessMess
> Stratactic Studios
> http://www.StratacticStudios.com
>
> _______________________________________________
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>
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>


--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

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