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
>> >> > > > >
>> >> > > > > _______________________________________________
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>> >> > > > >
>> >> > > > >
>> >> > > > >
>> >> > > >
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