@Tony: Didn't I did it that way too ? What did I do wrong ? @Nick: Well, first just who are you exactly, who is "we". Are you part of a mod team ?
And secondly my source code will be available to anybody soon, once i can transfer to google projects. But I have to figure out the damn problem with my fighter entity first, because I'll probably just go back to orange box if I can't and change of repository altogether... On Mon, May 28, 2012 at 11:04 PM, Nick <xnicho...@gmail.com> wrote: > I find this code of yours to be quite interesting is there any chance > we could get a copy or sample of how to recreate? > > On Mon, May 28, 2012 at 4:02 AM, Tony "omega" Sergi <omegal...@gmail.com> > wrote: > > I only create a client entity when it needs an effect. If it doesn't > need to > > render a particle or a model, it doesn't create one. > > > > > > > > On Mon, May 28, 2012 at 7:40 AM, Psy_Commando <psycomma...@gmail.com> > wrote: > >> > >> Just to add to this, I found out that Tony's suggestion of using > >> clientside only entities on the client to represent visually bullets, > is the > >> most viable. Since with the non-entity clientside bullets, you can't > attach > >> an effect, or have it follow the projectile... Or at least you can't > with > >> the new particle system. > >> > >> Here's the final result : > >> http://www.youtube.com/watch?v=xbeM9sg0DX0 > >> > >> > >> On Tue, May 22, 2012 at 10:25 PM, Psy_Commando <psycomma...@gmail.com> > >> wrote: > >>> > >>> Nice. I wonder what other tricks you mean, it sounds pretty interesting > >>> :) > >>> > >>> Anyways, here's the code I forgot to post in my last mail : > >>> http://pastebin.com/dcpppD3b > >>> > >>> Its called in the PostRender() method of the game system. > >>> > >>> > >>> On Tue, May 22, 2012 at 9:26 PM, Tony "omega" Sergi < > omegal...@gmail.com> > >>> wrote: > >>>> > >>>> http://youtu.be/Zl1K4Ep9jVg > >>>> That was mine. I'm sure i have the code laying around somewhere. > >>>> Also, I did an alien swarm implementation as well, i'll look around > for > >>>> it, if need be. > >>>> After thinking about this, I want to revise the whole thing some more > >>>> with some other tricks that I've learned over the past 2 years :-> > >>>> > >>>> > >>>> > >>>> On Wed, May 23, 2012 at 6:13 AM, Psy_Commando <psycomma...@gmail.com> > >>>> wrote: > >>>>> > >>>>> Woops, thanks, I didn't think about that .. > >>>>> Anyways, I converted it to an AutoGameSystemPerFrame, and it works. > The > >>>>> only think left to fix is the bullets appearing in weird places, > with weird > >>>>> sizes. : > >>>>> http://www.youtube.com/watch?v=xFKhODC1j34 > >>>>> Its the blue wireframe mesh, that appears behind the player.. > >>>>> > >>>>> Here's my rendering code, Its all bits from the C_BaseAnimating > code. I > >>>>> suspect its my transform that's wrong, because I don't really know > what that > >>>>> matrix is supposed to contain.. > >>>>> > >>>>> > >>>>> On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi > >>>>> <omegal...@gmail.com> wrote: > >>>>>> > >>>>>> .. Make an AutoGameSystem. > >>>>>> > >>>>>> > >>>>>> > >>>>>> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando < > psycomma...@gmail.com> > >>>>>> wrote: > >>>>>>> > >>>>>>> Finally got it to work, the server part at least. For some obscure > >>>>>>> reasons, my manager entity spawns only on the server, the > client-side part > >>>>>>> doesn't spawn at all, even if I create it with CBaseEntity::Create > ... > >>>>>>> > >>>>>>> > >>>>>>> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi > >>>>>>> <omegal...@gmail.com> wrote: > >>>>>>>> > >>>>>>>> The point of this system is so that you DON'T have to network > >>>>>>>> anything. > >>>>>>>> You don't create an entity, and you don't network any information. > >>>>>>>> If you start doing that, you might as well just make entities, and > >>>>>>>> do it the same as usual, as you then lose the whole point. > >>>>>>>> > >>>>>>>> In theory, you could just make one entity for using the render > >>>>>>>> handle, it just becomes messy to maintain, but I had thought of > doing the > >>>>>>>> same thing. > >>>>>>>> -Tony > >>>>>>>> > >>>>>>>> > >>>>>>>> > >>>>>>>> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando > >>>>>>>> <psycomma...@gmail.com> wrote: > >>>>>>>>> > >>>>>>>>> Thanks for the answer. > >>>>>>>>> > >>>>>>>>> But after looking at that solution, I have a few more questions: > >>>>>>>>> Any ideas on how to network an array of structs with their own > >>>>>>>>> sendtables ? I want to network the bullet info struct for each > bullets from > >>>>>>>>> the server to the client. > >>>>>>>>> > >>>>>>>>> And, instead of creating many client entities, can I just have > one, > >>>>>>>>> with multiple models ? I saw I could call the model renderer > with model > >>>>>>>>> data. > >>>>>>>>> > >>>>>>>>> Also, what do you mean Adam by "assigning the sprites your > particle > >>>>>>>>> manager"? > >>>>>>>>> > >>>>>>>>> > >>>>>>>>> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi > >>>>>>>>> <omegal...@gmail.com> wrote: > >>>>>>>>>> > >>>>>>>>>> I did something similar to this in Project Valkyrie for all > >>>>>>>>>> projectiles that don't need special functionality like seeking. > >>>>>>>>>> Essentailly I have a manager that runs on both the client and > the > >>>>>>>>>> server, which handles the projectiles moving and doing traces > for damage > >>>>>>>>>> etc, and the client handles the visual representation. > >>>>>>>>>> You still have to create a client-side entity for each > projectile > >>>>>>>>>> if you want to display a model though. > >>>>>>>>>> > >>>>>>>>>> Additionally, I have a system in the gamerules that networks a > >>>>>>>>>> projectile index to keep them in sync; Every projectile when > it's created is > >>>>>>>>>> then assigned the same ID ( ie: when a client projectile is > created in > >>>>>>>>>> prediction, it gets the new ID from the networked gamerules > list) which the > >>>>>>>>>> server also pulls from. Eventually this number gets cycled back > down. > >>>>>>>>>> Then when the client receives an event from the server saying > the > >>>>>>>>>> projectile has impacted, it has an ID so that it knows which > one to > >>>>>>>>>> terminate. > >>>>>>>>>> > >>>>>>>>>> This system works really well, and if you're not using a lot of > >>>>>>>>>> model based projectiles, or insane particle effects, it's > capable to have > >>>>>>>>>> thousands of projectiles active without any major perf hit. > >>>>>>>>>> Unfortunately, in Valkyrie, some of the effects are a little > >>>>>>>>>> heavy, and due to the development time taken, they were never > really > >>>>>>>>>> optimized, so Valkyrie still hits a rendering bottleneck with > them. > >>>>>>>>>> > >>>>>>>>>> I had done another test for simulating just "bullets" (only the > >>>>>>>>>> impact rendering, and occasionally a tracer if desired) for a > properly > >>>>>>>>>> simulated ballistic system, it worked quite well, but I never > rolled it out > >>>>>>>>>> into any production environment, as nothing I have ever worked > on has really > >>>>>>>>>> needed it. It still has some issues with losing synchronization > over drastic > >>>>>>>>>> angle changes, but it performs extremely well. > >>>>>>>>>> -Tony > >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>>> On Sun, May 20, 2012 at 1:35 PM, Psy_Commando > >>>>>>>>>> <psycomma...@gmail.com> wrote: > >>>>>>>>>>> > >>>>>>>>>>> Hello, I was wondering if it was possible to use the technique > >>>>>>>>>>> the left4dead devs used for the infected, to handle non > hitscan bullets ? > >>>>>>>>>>> The technique I'm talking about was referenced in an article on > >>>>>>>>>>> the vdc : > >>>>>>>>>>> "If you're creating lots of individual objects all the time, > >>>>>>>>>>> consider rolling them all into a single manager entity. This > is how Left 4 > >>>>>>>>>>> Dead handles huge numbers of infected: they are all "finger > puppets" of the > >>>>>>>>>>> director."( > https://developer.valvesoftware.com/wiki/Entity_limit ) > >>>>>>>>>>> > >>>>>>>>>>> Essentially I'd want to create simple "entities" for each > bullets > >>>>>>>>>>> and have them handled by a manager entity. But I was also > wondering how to > >>>>>>>>>>> get the simple entities to transmit to the client, along with > their data ? > >>>>>>>>>>> > >>>>>>>>>>> The main reason I want to do this is because I have a lot of > >>>>>>>>>>> sprite based projectiles to handle. > >>>>>>>>>>> > >>>>>>>>>>> _______________________________________________ > >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>>>>>> archives, please visit: > >>>>>>>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>>>>>>>>> > >>>>>>>>>>> > >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>>> -- > >>>>>>>>>> -Tony > >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>>> _______________________________________________ > >>>>>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>>>>> archives, please visit: > >>>>>>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>> > >>>>>>>>> > >>>>>>>>> _______________________________________________ > >>>>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>>>> archives, please visit: > >>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>>>>>>> > >>>>>>>>> > >>>>>>>> > >>>>>>>> > >>>>>>>> > >>>>>>>> -- > >>>>>>>> -Tony > >>>>>>>> > >>>>>>>> > >>>>>>>> _______________________________________________ > >>>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>>> archives, please visit: > >>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>>>>>> > >>>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> _______________________________________________ > >>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>> archives, please visit: > >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>>>>> > >>>>>>> > >>>>>> > >>>>>> > >>>>>> > >>>>>> -- > >>>>>> -Tony > >>>>>> > >>>>>> > >>>>>> _______________________________________________ > >>>>>> To unsubscribe, edit your list preferences, or view the list > archives, > >>>>>> please visit: > >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>>>> > >>>>>> > >>>>> > >>>>> > >>>>> _______________________________________________ > >>>>> To unsubscribe, edit your list preferences, or view the list > archives, > >>>>> please visit: > >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>>> > >>>>> > >>>> > >>>> > >>>> > >>>> -- > >>>> -Tony > >>>> > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>> > >>>> > >>> > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> > >> > > > > > > > > -- > > -Tony > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >
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