> With this post you sorta imply that you will be releasing an
> update that fixes the vehicles problems.  Do you plan on
> doing that, or was I simply misreading it?

It's not being worked on right now.

The SDK already has a framework for writing your own predicted entities.
The client DLL has full control over the simulation and rendering of
these entities.  But you have to do that work if you want to get
predicted vehicles into a multiplayer mod right now.  There is no
built-in solution in the SDK.

> I am having a lot
> of problems trying to transfer the vehicles to client side.
> Can you give me some tips, or preferebly some example code
> (besides whats in the SDK) to get me started?

There isn't any example code to send.  If we had some it would be in the
SDK already.

> How do the IVehicle, IclientVehicle, and Iservervehicle work
> with relation to each other?  Are these going to have to be
> consolidated into one, or which class should most of this
> consolidation take place in?  There seems to be so much that
> goes in either client or server that it would be impossible
> to code it in both.  I really need some help here, and would
> appreciate it if the guys at valve who wrote and
> (should) know this code could give me some real help.  If I
> do get it working I plan on posting advice on Wiki to allow
> other modders to get it done without having to pull all of
> their hair out.


IVehicle is the base interface.  You can use all of its functions from
shared code (or client code or server code).
IClientVehicle is the stuff that's only implemented on the client-side
of the vehicle code (view, fov, prediction, hud)
IServerVehicle is the stuff that's only implemented on the server (game
rules stuff & passenger handling)

These can all be changed in a mod, but it shouldn't be necessary to make
tons of changes here.

Basically, the above interfaces define vehicles without defining any of
the simulation.  So a "vehicle" in this case could simply be a mounted
gun or some other thing that has its own rules for overriding the
player's view & movement.  That's the basic purpose of this stuff.  The
other vehicle stuff (fourwheelvehicle, etc) is for working with the
specific body+suspension+wheels physics simulation that vphysics
provides.

A good starting point would be to put together something like a mounted
gun (that isn't simulated) and build up that to use client-side
prediction.

Jay

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