I can clean it up and post there. It's a real mess tbh, but the whole code is.
On Wed, Nov 25, 2009 at 7:14 PM, Saul Rennison <[email protected]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

