I am part of a mod team interested in unique forms of fps gameplay. I was just curious.. i like to see bits of interesting code so that I can learn a bit here and there.. On Mon, May 28, 2012 at 11:11 PM, Psy_Commando <psycomma...@gmail.com> wrote: > @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 >> > > > _______________________________________________ > 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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