Exactly what I thought. A client -> server message (I.e head track  
delta in a UserCMD) would be a lot more reliable and bandwidth saving  
that stuffing at most 33 bytes down the console command buffer.

--
Thanks,
- Saul

On 14 Jun 2009, at 22:52, "Yaakov Smith" <[email protected]> wrote:

> Wouldn't it be better to use a UserCMD than a ConCommand? Especially  
> since
> the ConCommand could be exploited.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Steve
> Henderson
> Sent: Monday, 15 June 2009 5:27 AM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] head tracking tutorial
>
> I added a tutorial showing our method for head tracking integration:
>
> http://developer.valvesoftware.com/wiki/Head_Tracking
>
> There is also a link to Torben's code.
>
> Steve
>
> On Sun, Jun 14, 2009 at 1:19 PM, Steve
> Henderson<[email protected]> wrote:
>> You can get Torben's code, which is the excellent work in the youtube
>> video here:
>>
>> http://torbensko.com/software/head_tracking/#Download
>>
>> I'll send you our more hacky stuff (which uses external tracking HW)
> directly.
>>
>> I guess I should put up a tutorial..
>>
>> Steve
>>
>> On Sun, Jun 14, 2009 at 11:31 AM, Mark Chandler<[email protected]>  
>> wrote:
>>> Mind shareing some sample code as this is driving me nuts atm.
>>>
>>> Steve Henderson wrote:
>>>> 2) When you position the player, you are moving the feet of the
>>>> player's model.  You will have to figure out the transformation  
>>>> from
>>>> the feet to the eyes (based on the model's eye height) to figure  
>>>> out
>>>> how to put the "camera" where the tracker is.  Also, changing the
>>>> player's orientation doesn't change the view orientation.  We found
>>>> that we had to change the player's orientation (angles) as well  
>>>> as the
>>>> engine's **ViewAngles** to get the behavior we need.
>>>>
>>>> Steve
>>>>
>>>
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>>
>
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