Good to hear Yahn! On Wed, 15 Dec 2004 13:18:33 -0800, Yahn Bernier <[EMAIL PROTECTED]> wrote: > 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 > > > > > > _______________________________________________ > > > 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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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