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
> >>> >> >> > > >
> >>> >> >> > > >
> >>> >> >> > > _______________________________________________
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> >>> >> archives,
> >>> >> >> > please visit:
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> >>> >> >> > >
> >>> >> >> > >
> >>> >> >> >
> >>> >> >> > _______________________________________________
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> >>> archives,
> >>> >> >> > please visit:
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> >>> >> >> >
> >>> >> >> >
> >>> >> >> > _______________________________________________
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> >>> archives,
> >>> >> >> please visit:
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> >>> >> >> >
> >>> >> >> >
> >>> >> >>
> >>> >> >> _______________________________________________
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> >>> archives,
> >>> >> >> please visit:
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> >>> >> >>
> >>> >> >>
> >>> >> > _______________________________________________
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> archives,
> >>> >> please visit:
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> >>> >> >
> >>> >> >
> >>> >>
> >>> >> _______________________________________________
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> archives,
> >>> >> please visit:
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> >>> >>
> >>> >>
> >>> > _______________________________________________
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> archives,
> >>> please visit:
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> >>> >
> >>> >
> >>>
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> >>> please visit:
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> >>>
> >>>
> >> _______________________________________________
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> please visit:
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> >>
> >>
> >
>
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