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 > >> > > > > > >> > > > > _______________________________________________ > >> > > > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

