@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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