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