I always was impressed with Empires lack of traditional mp vehicle view lag.
Still want multiple-body groups for them though. :P

On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann <[email protected]>wrote:

> We somehow solved that problem in Empires, need to lookup tho how.
> Maybe we have a vehicle movement class somewhere, but I doubt that.
> IIRC we had rather large issues with prediction, tho.
>
> On 11/25/09, Christopher Harris <[email protected]> wrote:
> > I'd think it be best to derive a new gamemovement class where you
> implement
> > movement logic for how your vehicle will behave, I suggest highly to not
> use
> > the vehicle interface because then it will require that players have a
> > decent ping or it will lag big time.
> >
> > By making a custom gamemovement logic you can run the logic both server
> and
> > client side meaning the player can predict it and therefore not appear to
> > suffer as much from latency. You could start out simplistic with just
> > getting the player to behave like a vehicle and then focus on issues such
> as
> > suspension and decoupling turning from mouselook, etc.
> >
> > Mainly, with players you want movement to be responsive, and when dealing
> > with latency that means that the movement code must exist on both client
> and
> > server so they can predict what their commands will do and show it as
> quick
> > as possible.
> >
> > Chris
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of David
> > Kraeutmann
> > Sent: Wednesday, November 25, 2009 6:21 AM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Looking for some advice and direction
> >
> > Vehicles have a couple of specific physics rules, I'd suggest creating
> > a CVehiclePlayer which extends some vehicle class or interface and
> > implements the needed methods.
> >
> > On 11/25/09, Matt Hoffman <[email protected]> wrote:
> > > Why not replacing the player with a vehicle, and making him fast?
> Wouldn't
> > > that cut an unnecessary segment out of the loop and make life more
> > > peaceful/less "effin source physics grr"?
> > >
> > > Depends on what he's trying to accomplish.
> > >
> > > On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
> > <[email protected]>wrote:
> > >
> > > > I was going to compliment you on your use of the English language,
> but
> > > > then I realised that you should have said /effect/. :-P
> > > >
> > > > The player model can be defined anywhere you see fit, but it's
> normally
> > > > done either in the player ent's Spawn() function or the GameRules'
> > > > FinshPutClientInServer() - or whatever its precise name is.
> > > >
> > > > That's going to be a tricky way of doing things however. It could be
> > > > considered a hack, but spawning the existing player ent inside a
> vehicle
> > > > and making sure he can never leave would be much more effective.
> > > >
> > > > Shawn Somers wrote:
> > > > > I'm relatively new to Source modding, and I need some help getting
> off
> > > > > the ground,
> > > > >
> > > > > I'm trying to create a mod that replaces the player with a vehicle,
> bu
> > > > > am having trouble determining what all I need to do in order to
> affect
> > > > > these changes. I already have the vehicle model, (static with no
> anims
> > > > > yet) and am capable of placing the model in a map as a static prop.
> > > > >
> > > > > What code do I need to change, to replace the player model with the
> > > > > vehicle, and use the weapon/weapons on the vehicle?
> > > > >
> > > > > Where do I start?
> > > > >
> > > > > can someone point me in the right direction?
> > > > >
> > > > > Shawn
> > > > >
> > > > > I
> > > > >
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