Is the Empires team willing to post their vehicle code on *
developer.valvesoftware.com*?

Thanks,
- Saul.


2009/11/25 Nick <[email protected]>

> 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
> >> > > > >
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> >> > > > >
> >> > > > >
> >> > > >
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