I was also impressed with Empiresmod's vehicles, extremely well coded and developed. Fun to drive and fun to play. I would suggest you visit http://www.empiresmod.com/ for all those who haven't played it.
On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman <[email protected]> wrote: > 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 >> > > > > >> > > > > _______________________________________________ >> > > > > 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 >> > > >> > > >> > >> > _______________________________________________ >> > 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 >> >> > _______________________________________________ > 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

