Meow Mew wrote:
That's an interesting point about how the think functions work. The part that makes this bazaar is that I didn't even make this particle system or edit it in any way. The example I'm using is Valve's env_smokestack entity, so I truly hope the people at Valve aren't making their particles serverside. There is a client-side entity as it is however, so even though I'm in the process of double checking this, I'm doubting this is the problem. Thanks for the input, hopefully I can still find out why this is happening.
I haven't been doing any HL2 hacking yet, so I don't know how that SDK works, so take this with a grain of salt, I could be wrong. A particle system entity on the server is OK, after all you have to be able to control particle systems from the server. However, the actual simulation of particles should go on in the client, not the server. If Valve did what I think they did (although I could be wrong) an env_whatever entity holds data about whether or not the particle emitter is on or off, free flowing or just a trickle, etc, and it sends this information to the client, and it is the client that actually draws particles and does the physics simulation for them. If the physics simulation is done on the server, info about every particle must be sent to every client every frame, which is not very scalable. Another thing that could be going on is, if Valve only intended an entity to be used in singleplayer, then they don't worry about things like that and do everything server-side because it's easier. They do that in a couple places in the HL1SDK (corpses fading out is one of them, off the top of my head.) But remember that I've never seen the code so I might not know what I'm talking about :P but I'm trying to be helpful anyways. -- Jorge "Vino" Rodriguez _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

