I've seen some client side plugins, I know they work. At least one out of four players are using them right now.
On 8/16/07, LDuke <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Server plugins run on the server only. You can't create "client-side" > plugins. > > You will have to write your own mod to do anything on the client. > > > > On 8/16/07, Meow Mew <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > > > Hey, I was hoping I could get some advice from some of you fellow > > coders. Actually writing up the code isn't a problem, but I was having > > difficulty with design and following the structure already in the Valve > > engine.Here's the laydown of what I'm doing:So basically, I'm writing an > > interface for optional port IO for independent hardware to control signal > > pulses. Scent machines, fMRI scanners, head tracking, basically any random > > piece of hardware should be able to plug into a port and send data > > bits. All in all, it's just port IO that I want to be able to hook into the > > logical entity connections. Something like "OnTriggerPulse" or something, > > no big deal. Also, it'll need an input along the lines of > > "SendTriggerPulse". I'm sure the entity can store it's own port number and > > data bits.There's also another module that needs implemented that might be > > hardware specific. Eye tracking has it's own SDK dlls that are vendor > > specific, the client needs to get a HUD update (maybe from server) and the > > server needs to parse the last known position to track entity locations when > > projecting 2D eye positions to 3D (which requires the client view matrix).So > > the design questions are:Should either of these be implemented with the > > plugin interface? The eye tracker is vendor specific, so additional vendors > > may need to create their own plugins for compatibility. This is much more > > extensible, but plugins seem to have inappropriate communication with the > > server and client for passing large datasets.Should either of these use > > the IBaseInterface interface to allow the server or client to access the > > data being polled by these abstract pieces of hardware? This could easily > > resolve an issue of collecting data on the server and client, but adds a > > dependability and a limit to the extensibility that involves the interface > > ID. There can only be one INTERFACEVERSION_VENGINESERVER afterall, and thus > > there could only be one INTERFACEVERSION_VEYETRACKER active at one > > time. This would be much more limiting to the port IO in the event that > > multiple external hardware's would wish to send data bit pulses to control > > logic.Is there a proper combination of the two for either of these > > modules?Would adding more data to CUserCmd be advisable? I know that this > > class actually has a limit to it's size on the engine (which isn't apparent > > on the client or server) that is related to saving replays, and the dynamic > > sized vectors required for the eye tracker to store all possible fixations > > could cause problems. Also, the advantage to a plugin or interface is they > > are possible to remove or have invalid, but CUserCmd must have predictable > > size, meaning the data can be empty, but not removable.Anyway, any > > suggestions are appreciated. I could use some feedback just to wrap my head > > around the methodology I'd want to implement, and to get a better feel for > > the intent of the Valve design. > > _________________________________________________________________ > > Recharge--play some free games. Win cool prizes too! > > http://club.live.com/home.aspx?icid=CLUB_wlmailtextlink > > -- > > > > _______________________________________________ > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

