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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