-- [ Picked text/plain from multipart/alternative ] Definitely send your own message. Enabling sending regardless of PVS is going to bring a lot of additional baggage. Knowing your requirements allows you to pack the information much better into your messages as well. As in, don't send the vector3 position and qangle orientation(if you need that too), pack it as much as you can. If it's for a 2d minimap you can probably do the math beforehand to convert the Vector(12 bytes) to the mini-map space position(x,y, 2 bytes each or so), and orientation as a 1 byte(or less) sprite rotation.
J On 8/15/07, Richard Slaughter <[EMAIL PROTECTED]> wrote: > > Hi List, > > I've just been looking at the MapOverview and have noticed that players > info is only updated when they are in the client's PVS. > > This obviously means that the full screen overview doesn't work too well > when your team mates are on the other side of the map. > > My question is: would it be better to disable the check to see if a > player is in the client's PVS before updating and just have the server > send all player's data to each client regardless of position, or would > this create too much traffic? > > Alternatively, would it be better to create my own server -> client > message to update all the players positions, say every 1/4 second? > > I don't like the first idea as it could create a lot of extra traffic, > but the second option could do the same if it's just sending the same > data anyway, so which would make the most sense? > > Thanks! > > _______________________________________________ > 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

