I'd like to see it too to be honest. /ScarT
2009/11/25 David Kraeutmann <[email protected]> > Krenzo learned to code by writing Empires, now we've got to clean up... > > On Wed, Nov 25, 2009 at 11:41 PM, David Kraeutmann <[email protected]> > wrote: > > Ours, but some Valve code is mess too :) > > > > On Wed, Nov 25, 2009 at 10:37 PM, Matt Hoffman > > <[email protected]> wrote: > >> Who's code, yours or valve's? ;) > >> > >> On Wed, Nov 25, 2009 at 1:29 PM, David Kraeutmann <[email protected] > >wrote: > >> > >>> 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 > >>> > >>> > >> _______________________________________________ > >> 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

