Re: [hlcoders] Client side radar question
Sorry, half-life cheats had a client side radar 2 years ago. Anyway, now I'll get to the point. If your radar is supposed to be in a multiplayer mod and show players behind walls or behind you, you can't run any anticheats because they will block those entities from showing in your radar. but maybe he can send some simple entitys, that will change origin, but only origin, so the netcode will only send that data and not frame, skin, angle, etc the entity can va a transparent pixel, a invisible sprite, that you can update every radar tick (if the radar update every frame, you have to update these pixel location everyframe). Half-Life support movetype_follow? this feature link 2 entitys to move at the same time by server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Client side radar question
As it turns out animation with the vgui is very limited , it really only updates about 10 times a second (this Is just an estimate, im not sure what the actually number is) however, I changed it and made the little player's sprites and it runs VERY smooth now, just as smooth as cs. I will add some nice flashing fading effects too when im all done. Perhaps even a tutorial (as long as its not for wavelength, those fuckers banned me), seeing how I don't think anyone has done a client-side radar. Another thing that's good Sorry, half-life cheats had a client side radar 2 years ago. Anyway, now I'll get to the point. If your radar is supposed to be in a multiplayer mod and show players behind walls or behind you, you can't run any anticheats because they will block those entities from showing in your radar. _ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. http://join.msn.com/?page=features/virus ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client side radar question
Rockefeller wrote: Kyle wrote: But you gota admin omega, my nazi account with your name with the swastika avatar was damn funny! It might be the fact that i'm german, but i don't see ANY fun in calling someone a nazi, in no case. Never. Rockefeller I hate people with skin no power of 2 :D posdata: In order for (some) games skins to be properly rendered under GL mode, their resolution MUST BE A POWER OF TWO. And I don't mean evenly divisible by two. No, no no. I mean the resolution of the skin must be exactly one of these numbers: 2 4 8 16 32 64 128 256 All the skins in SIN are 256x256. And they look great in GL Mode. You see, some of my skins were odd numbers like 308x132. qME automatically assigned the skin sizes in its skin wizard, and I thought that would be OK. Well, in the GL engine, my textures were getting downsampled before they got sent to the card. It turns out that it's a requirement of OpenGL. So my 308x132 skin is getting squished down to 256x128 before getting sent to the card. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Client side radar question
Dude, just shut up. Keep it to half-life coding, not wavelength/any other website bashing yeah? Michael Shimmins Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Sent: Tuesday, 25 November 2003 9:03 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question I run a website with more active members then wavelength, we have most posts then wavelength and more threads, So when I call you a nazi just know its from someone who has some experience with dealing with thousands of idiots online. You are not a naiz, I know why I was banned and you have every right to ban anyone on your board however you banned me for making some subtle suggestions for which I was criticized for and complained. I had over a 1000 posts and contributed plenty in both the coding board and mapping board. I think only 4 or 5 people had more posts then I, it's really your loss, I don't mind saving my breath. And in fact , the only good answers I got there were from entropy and botman and bulk and well you have some good input too along with shimms, but the a lot of your moderation team & local posters are a group of 16 year olds whom only amplified the animosity between you and I. I got used to steam and I did admit In the beginning it was a vast improvement, only reason I'm using this email is because its my STEAM email. As you know, steam requires an email when you registered. I did not want to use a real email because I don't like spam and I don't think any game or software for that matter should even have a right to an email address. (most software, I understand some needs it) so my steam dir is /[EMAIL PROTECTED]/half-life/ blah blah blah In regards to the radar, I made the background out of vgui rects in order to keep the size the same across every res, however I will change this because the vgui gets drawn after sprites, so that's no good. I will make the radar out of sprite rects and dynamically change the size based on resolution. (I would like to use triapi, but don't have time to learn that) Also I noticed that the vgui repaint routine has slowed down. This is why my radar looked worse in steam before I changed it to sprites. I also have a vgui menu which scrolls and it looks really bad now too because it scrolls really choppy. Can anyone explain the reason for handicapping the vgui? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi Sent: Tuesday, November 25, 2003 10:47 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question We banned you because you kept attacking admins, and then created 3 accounts to call me a nazi. If you don't understand why you were banned for that, you have mental issues. -- you're posting as "steamsucks", and your first post here was an attack on it and valve. You need to learn to interact with people when you don't understand something. -omega http://www.frontline2.com > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Kyle > Sent: November 24, 2003 3:43 PM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Ok, I found the problem. The problem was not with the client angles or > origin being updating, I was using the VGUI. Meaning I was using small > little rect's as players and updating the position of each one on a label. > As it turns out animation with the vgui is very limited , it really only > updates about 10 times a second (this Is just an estimate, im not sure > what > the actually number is) however, I changed it and made the little player's > sprites and it runs VERY smooth now, just as smooth as cs. I will add some > nice flashing fading effects too when im all done. Perhaps even a tutorial > (as long as its not for wavelength, those fuckers banned me), seeing how I > don't think anyone has done a client-side radar. Another thing that's good > is that's its based off the vgui, the back image scales identical to each > resolution. However I wont be able to scale the sprites like I can the > bac
RE: [hlcoders] Client side radar question
LOL, The word is more of Cliché here, I did not mean to offend anyone. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rockefeller Sent: Tuesday, November 25, 2003 3:09 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Client side radar question Kyle wrote: > But you gota admin omega, my nazi account with your name with the swastika > avatar was damn funny! It might be the fact that i'm german, but i don't see ANY fun in calling someone a nazi, in no case. Never. Rockefeller ___ 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
Re: [hlcoders] Client side radar question
Kyle wrote: But you gota admin omega, my nazi account with your name with the swastika avatar was damn funny! It might be the fact that i'm german, but i don't see ANY fun in calling someone a nazi, in no case. Never. Rockefeller ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Client side radar question
But you gota admin omega, my nazi account with your name with the swastika avatar was damn funny! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi Sent: Tuesday, November 25, 2003 10:47 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question We banned you because you kept attacking admins, and then created 3 accounts to call me a nazi. If you don't understand why you were banned for that, you have mental issues. -- you're posting as "steamsucks", and your first post here was an attack on it and valve. You need to learn to interact with people when you don't understand something. -omega http://www.frontline2.com > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Kyle > Sent: November 24, 2003 3:43 PM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Ok, I found the problem. The problem was not with the client angles or > origin being updating, I was using the VGUI. Meaning I was using small > little rect's as players and updating the position of each one on a label. > As it turns out animation with the vgui is very limited , it really only > updates about 10 times a second (this Is just an estimate, im not sure > what > the actually number is) however, I changed it and made the little player's > sprites and it runs VERY smooth now, just as smooth as cs. I will add some > nice flashing fading effects too when im all done. Perhaps even a tutorial > (as long as its not for wavelength, those fuckers banned me), seeing how I > don't think anyone has done a client-side radar. Another thing that's good > is that's its based off the vgui, the back image scales identical to each > resolution. However I wont be able to scale the sprites like I can the > background radar circle, but at least it wont take up any less or more > window space in different resolutions like the old radars did. > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle > Sent: Monday, November 24, 2003 4:53 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Good call, I will use that. > > > -Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan > Sent: Monday, November 24, 2003 4:19 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > extern vec3_t v_origin, v_angles; > > These are declared in view.cpp, and are updated every frame prior to > rendering. > > -randomnine- > > > I have completed a clientside vgui radar which works with player > coordinates > > entirely found in the client code. However, this works fine and all, but > the > > coordinates including the angles of even the client only gets updated as > > many as 10 times a second. So what happens is it looks like the radar is > > running about 10fps and its really choppy especially if you turn around > > really fast. So I was thinking about doing some kind of prediction > where > I > > delay the update a whole 10th of a second, just enough so I know the > next > > angle of the client and I do some kind of interpolation in-between > updates > > bases off the real time between real frames and the angle between the > first > > and the second. in other words I fake the missing in between frames. I > could > > do this, but it would be a lot of work for something that's already > done. > Is > > there any other way to get the client viewangle ACCURATELY every frame? > > Right now I use > > > > > > > > base_player->angles[1]; > > > > > > > > where base_player is real client > > > > > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin > ); > > > > > > > > I use that angle as a subtraction to the raw_angle I find using the acos > > between both origins of the client and the current target. > > > > > > > > Anyway, it just seems like the angle only gets updates 10 times a second > > (roughly). My radar is running every frame. So should I proceed with > > prediction, or should I find another variable or view angle which is > more > > accurate? > > > > > > > > -- > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > >
RE: [hlcoders] Client side radar question
I run a website with more active members then wavelength, we have most posts then wavelength and more threads, So when I call you a nazi just know its from someone who has some experience with dealing with thousands of idiots online. You are not a naiz, I know why I was banned and you have every right to ban anyone on your board however you banned me for making some subtle suggestions for which I was criticized for and complained. I had over a 1000 posts and contributed plenty in both the coding board and mapping board. I think only 4 or 5 people had more posts then I, it's really your loss, I don't mind saving my breath. And in fact , the only good answers I got there were from entropy and botman and bulk and well you have some good input too along with shimms, but the a lot of your moderation team & local posters are a group of 16 year olds whom only amplified the animosity between you and I. I got used to steam and I did admit In the beginning it was a vast improvement, only reason I'm using this email is because its my STEAM email. As you know, steam requires an email when you registered. I did not want to use a real email because I don't like spam and I don't think any game or software for that matter should even have a right to an email address. (most software, I understand some needs it) so my steam dir is /[EMAIL PROTECTED]/half-life/ blah blah blah In regards to the radar, I made the background out of vgui rects in order to keep the size the same across every res, however I will change this because the vgui gets drawn after sprites, so that's no good. I will make the radar out of sprite rects and dynamically change the size based on resolution. (I would like to use triapi, but don't have time to learn that) Also I noticed that the vgui repaint routine has slowed down. This is why my radar looked worse in steam before I changed it to sprites. I also have a vgui menu which scrolls and it looks really bad now too because it scrolls really choppy. Can anyone explain the reason for handicapping the vgui? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi Sent: Tuesday, November 25, 2003 10:47 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question We banned you because you kept attacking admins, and then created 3 accounts to call me a nazi. If you don't understand why you were banned for that, you have mental issues. -- you're posting as "steamsucks", and your first post here was an attack on it and valve. You need to learn to interact with people when you don't understand something. -omega http://www.frontline2.com > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Kyle > Sent: November 24, 2003 3:43 PM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Ok, I found the problem. The problem was not with the client angles or > origin being updating, I was using the VGUI. Meaning I was using small > little rect's as players and updating the position of each one on a label. > As it turns out animation with the vgui is very limited , it really only > updates about 10 times a second (this Is just an estimate, im not sure > what > the actually number is) however, I changed it and made the little player's > sprites and it runs VERY smooth now, just as smooth as cs. I will add some > nice flashing fading effects too when im all done. Perhaps even a tutorial > (as long as its not for wavelength, those fuckers banned me), seeing how I > don't think anyone has done a client-side radar. Another thing that's good > is that's its based off the vgui, the back image scales identical to each > resolution. However I wont be able to scale the sprites like I can the > background radar circle, but at least it wont take up any less or more > window space in different resolutions like the old radars did. > > > > -----Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle > Sent: Monday, November 24, 2003 4:53 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Good call, I will use that. > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan > Sent: Monday, November 24, 2003 4:19 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > extern vec3_t v_origin, v_angles; > > These are declared in view.cpp, and are updated every frame prior to > rendering. > > -randomnine- > > > I have completed a clientside vgui radar which works with player > coordinates > > entirely found in the client code. However, this works fine and all, but >
RE: [hlcoders] Client side radar question
I changed that so that it always know the position, don't see much lag so far, but I have no tested with more then 10 ppl. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Taylor Sent: Tuesday, November 25, 2003 10:46 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Client side radar question im not sure that the client knows the position of all of the players, you are only sent data from players in your current VIS group afaik so a client side radar would be rather limited - Original Message - From: "Kyle" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 24, 2003 8:42 PM Subject: RE: [hlcoders] Client side radar question > Ok, I found the problem. The problem was not with the client angles or > origin being updating, I was using the VGUI. Meaning I was using small > little rect's as players and updating the position of each one on a label. > As it turns out animation with the vgui is very limited , it really only > updates about 10 times a second (this Is just an estimate, im not sure what > the actually number is) however, I changed it and made the little player's > sprites and it runs VERY smooth now, just as smooth as cs. I will add some > nice flashing fading effects too when im all done. Perhaps even a tutorial > (as long as its not for wavelength, those fuckers banned me), seeing how I > don't think anyone has done a client-side radar. Another thing that's good > is that's its based off the vgui, the back image scales identical to each > resolution. However I wont be able to scale the sprites like I can the > background radar circle, but at least it wont take up any less or more > window space in different resolutions like the old radars did. > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle > Sent: Monday, November 24, 2003 4:53 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Good call, I will use that. > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan > Sent: Monday, November 24, 2003 4:19 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > extern vec3_t v_origin, v_angles; > > These are declared in view.cpp, and are updated every frame prior to > rendering. > > -randomnine- > > > I have completed a clientside vgui radar which works with player > coordinates > > entirely found in the client code. However, this works fine and all, but > the > > coordinates including the angles of even the client only gets updated as > > many as 10 times a second. So what happens is it looks like the radar is > > running about 10fps and its really choppy especially if you turn around > > really fast. So I was thinking about doing some kind of prediction where > I > > delay the update a whole 10th of a second, just enough so I know the next > > angle of the client and I do some kind of interpolation in-between updates > > bases off the real time between real frames and the angle between the > first > > and the second. in other words I fake the missing in between frames. I > could > > do this, but it would be a lot of work for something that's already done. > Is > > there any other way to get the client viewangle ACCURATELY every frame? > > Right now I use > > > > > > > > base_player->angles[1]; > > > > > > > > where base_player is real client > > > > > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin > ); > > > > > > > > I use that angle as a subtraction to the raw_angle I find using the acos > > between both origins of the client and the current target. > > > > > > > > Anyway, it just seems like the angle only gets updates 10 times a second > > (roughly). My radar is running every frame. So should I proceed with > > prediction, or should I find another variable or view angle which is more > > accurate? > > > > > > > > -- > > > > > > ___ > > 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 > > > > ___ > To un
RE: [hlcoders] Client side radar question
Flf's radar is all client side -- and it uses the origin from all entities in pvs. Which is fine, because unless its supposed to show everyone all over the entire map, you only need to see people in your pvs ;) Mind you, since then, ive created a mini-map similar to dod to replace the standard radar, for that I have to send extra entities over in addtofullpack while the map is on. A pain, but it works. For non-moving entities I can just cache them on the client when the player connects to the game. -omega http://www.frontline2.com > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Tom Taylor > Sent: November 25, 2003 1:46 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > im not sure that the client knows the position of all of the players, you > are only sent data from players in your current VIS group afaik so a > client > side radar would be rather limited > > > - Original Message - > From: "Kyle" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Monday, November 24, 2003 8:42 PM > Subject: RE: [hlcoders] Client side radar question > > > > Ok, I found the problem. The problem was not with the client angles or > > origin being updating, I was using the VGUI. Meaning I was using small > > little rect's as players and updating the position of each one on a > label. > > As it turns out animation with the vgui is very limited , it really only > > updates about 10 times a second (this Is just an estimate, im not sure > what > > the actually number is) however, I changed it and made the little > player's > > sprites and it runs VERY smooth now, just as smooth as cs. I will add > some > > nice flashing fading effects too when im all done. Perhaps even a > tutorial > > (as long as its not for wavelength, those fuckers banned me), seeing how > I > > don't think anyone has done a client-side radar. Another thing that's > good > > is that's its based off the vgui, the back image scales identical to > each > > resolution. However I wont be able to scale the sprites like I can the > > background radar circle, but at least it wont take up any less or more > > window space in different resolutions like the old radars did. > > > > > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle > > Sent: Monday, November 24, 2003 4:53 AM > > To: [EMAIL PROTECTED] > > Subject: RE: [hlcoders] Client side radar question > > > > Good call, I will use that. > > > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of RDG > O'Sullivan > > Sent: Monday, November 24, 2003 4:19 PM > > To: [EMAIL PROTECTED] > > Subject: Re: [hlcoders] Client side radar question > > > > extern vec3_t v_origin, v_angles; > > > > These are declared in view.cpp, and are updated every frame prior to > > rendering. > > > > -randomnine- > > > > > I have completed a clientside vgui radar which works with player > > coordinates > > > entirely found in the client code. However, this works fine and all, > but > > the > > > coordinates including the angles of even the client only gets updated > as > > > many as 10 times a second. So what happens is it looks like the radar > is > > > running about 10fps and its really choppy especially if you turn > around > > > really fast. So I was thinking about doing some kind of prediction > where > > I > > > delay the update a whole 10th of a second, just enough so I know the > next > > > angle of the client and I do some kind of interpolation in-between > updates > > > bases off the real time between real frames and the angle between the > > first > > > and the second. in other words I fake the missing in between frames. I > > could > > > do this, but it would be a lot of work for something that's already > done. > > Is > > > there any other way to get the client viewangle ACCURATELY every > frame? > > > Right now I use > > > > > > > > > > > > base_player->angles[1]; > > > > > > > > > > > > where base_player is real client > > > > > > > > > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( > m_nEntIndexOrigin > > ); > > > > > > > > > > > > I use that angle as a subtraction to the raw_angle
RE: [hlcoders] Client side radar question
We banned you because you kept attacking admins, and then created 3 accounts to call me a nazi. If you don't understand why you were banned for that, you have mental issues. -- you're posting as "steamsucks", and your first post here was an attack on it and valve. You need to learn to interact with people when you don't understand something. -omega http://www.frontline2.com > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Kyle > Sent: November 24, 2003 3:43 PM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Ok, I found the problem. The problem was not with the client angles or > origin being updating, I was using the VGUI. Meaning I was using small > little rect's as players and updating the position of each one on a label. > As it turns out animation with the vgui is very limited , it really only > updates about 10 times a second (this Is just an estimate, im not sure > what > the actually number is) however, I changed it and made the little player's > sprites and it runs VERY smooth now, just as smooth as cs. I will add some > nice flashing fading effects too when im all done. Perhaps even a tutorial > (as long as its not for wavelength, those fuckers banned me), seeing how I > don't think anyone has done a client-side radar. Another thing that's good > is that's its based off the vgui, the back image scales identical to each > resolution. However I wont be able to scale the sprites like I can the > background radar circle, but at least it wont take up any less or more > window space in different resolutions like the old radars did. > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle > Sent: Monday, November 24, 2003 4:53 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Good call, I will use that. > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan > Sent: Monday, November 24, 2003 4:19 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > extern vec3_t v_origin, v_angles; > > These are declared in view.cpp, and are updated every frame prior to > rendering. > > -randomnine- > > > I have completed a clientside vgui radar which works with player > coordinates > > entirely found in the client code. However, this works fine and all, but > the > > coordinates including the angles of even the client only gets updated as > > many as 10 times a second. So what happens is it looks like the radar is > > running about 10fps and its really choppy especially if you turn around > > really fast. So I was thinking about doing some kind of prediction > where > I > > delay the update a whole 10th of a second, just enough so I know the > next > > angle of the client and I do some kind of interpolation in-between > updates > > bases off the real time between real frames and the angle between the > first > > and the second. in other words I fake the missing in between frames. I > could > > do this, but it would be a lot of work for something that's already > done. > Is > > there any other way to get the client viewangle ACCURATELY every frame? > > Right now I use > > > > > > > > base_player->angles[1]; > > > > > > > > where base_player is real client > > > > > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin > ); > > > > > > > > I use that angle as a subtraction to the raw_angle I find using the acos > > between both origins of the client and the current target. > > > > > > > > Anyway, it just seems like the angle only gets updates 10 times a second > > (roughly). My radar is running every frame. So should I proceed with > > prediction, or should I find another variable or view angle which is > more > > accurate? > > > > > > > > -- > > > > > > ___ > > 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 > > > > ___ > 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 > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client side radar question
im not sure that the client knows the position of all of the players, you are only sent data from players in your current VIS group afaik so a client side radar would be rather limited - Original Message - From: "Kyle" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 24, 2003 8:42 PM Subject: RE: [hlcoders] Client side radar question > Ok, I found the problem. The problem was not with the client angles or > origin being updating, I was using the VGUI. Meaning I was using small > little rect's as players and updating the position of each one on a label. > As it turns out animation with the vgui is very limited , it really only > updates about 10 times a second (this Is just an estimate, im not sure what > the actually number is) however, I changed it and made the little player's > sprites and it runs VERY smooth now, just as smooth as cs. I will add some > nice flashing fading effects too when im all done. Perhaps even a tutorial > (as long as its not for wavelength, those fuckers banned me), seeing how I > don't think anyone has done a client-side radar. Another thing that's good > is that's its based off the vgui, the back image scales identical to each > resolution. However I wont be able to scale the sprites like I can the > background radar circle, but at least it wont take up any less or more > window space in different resolutions like the old radars did. > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle > Sent: Monday, November 24, 2003 4:53 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Client side radar question > > Good call, I will use that. > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan > Sent: Monday, November 24, 2003 4:19 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Client side radar question > > extern vec3_t v_origin, v_angles; > > These are declared in view.cpp, and are updated every frame prior to > rendering. > > -randomnine- > > > I have completed a clientside vgui radar which works with player > coordinates > > entirely found in the client code. However, this works fine and all, but > the > > coordinates including the angles of even the client only gets updated as > > many as 10 times a second. So what happens is it looks like the radar is > > running about 10fps and its really choppy especially if you turn around > > really fast. So I was thinking about doing some kind of prediction where > I > > delay the update a whole 10th of a second, just enough so I know the next > > angle of the client and I do some kind of interpolation in-between updates > > bases off the real time between real frames and the angle between the > first > > and the second. in other words I fake the missing in between frames. I > could > > do this, but it would be a lot of work for something that's already done. > Is > > there any other way to get the client viewangle ACCURATELY every frame? > > Right now I use > > > > > > > > base_player->angles[1]; > > > > > > > > where base_player is real client > > > > > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin > ); > > > > > > > > I use that angle as a subtraction to the raw_angle I find using the acos > > between both origins of the client and the current target. > > > > > > > > Anyway, it just seems like the angle only gets updates 10 times a second > > (roughly). My radar is running every frame. So should I proceed with > > prediction, or should I find another variable or view angle which is more > > accurate? > > > > > > > > -- > > > > > > ___ > > 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 > > > > ___ > 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 > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client side radar question
With old netcode (the Quake1 one) you need to force the angles update with something called FIXANGLE. You set fixangle to 1, and in the next server frame the netcode will send a svc_angles (or something similar) that will overwrite the client angles. But that whas for players, not for entitys.. dunno will be applied for VGUI stuff.. coordinates including the angles of even the client only gets updated as many as 10 times a second. So what happens is it looks like the radar is running about 10fps and its really choppy especially if you turn around really fast. So I was thinking about doing some kind of prediction where I delay the update a whole 10th of a second, just enough so I know the next angle of the client and I do some kind of interpolation in-between updates bases off the real time between real frames and the angle between the first and the second. in other words I fake the missing in between frames. I could do this, but it would be a lot of work for something that's already done. Is there any other way to get the client viewangle ACCURATELY every frame? Right now I use base_player->angles[1]; where base_player is real client cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin ); I use that angle as a subtraction to the raw_angle I find using the acos between both origins of the client and the current target. Anyway, it just seems like the angle only gets updates 10 times a second (roughly). My radar is running every frame. So should I proceed with prediction, or should I find another variable or view angle which is more accurate? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Client side radar question
Ok, I found the problem. The problem was not with the client angles or origin being updating, I was using the VGUI. Meaning I was using small little rect's as players and updating the position of each one on a label. As it turns out animation with the vgui is very limited , it really only updates about 10 times a second (this Is just an estimate, im not sure what the actually number is) however, I changed it and made the little player's sprites and it runs VERY smooth now, just as smooth as cs. I will add some nice flashing fading effects too when im all done. Perhaps even a tutorial (as long as its not for wavelength, those fuckers banned me), seeing how I don't think anyone has done a client-side radar. Another thing that's good is that's its based off the vgui, the back image scales identical to each resolution. However I wont be able to scale the sprites like I can the background radar circle, but at least it wont take up any less or more window space in different resolutions like the old radars did. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Sent: Monday, November 24, 2003 4:53 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question Good call, I will use that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan Sent: Monday, November 24, 2003 4:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Client side radar question extern vec3_t v_origin, v_angles; These are declared in view.cpp, and are updated every frame prior to rendering. -randomnine- > I have completed a clientside vgui radar which works with player coordinates > entirely found in the client code. However, this works fine and all, but the > coordinates including the angles of even the client only gets updated as > many as 10 times a second. So what happens is it looks like the radar is > running about 10fps and its really choppy especially if you turn around > really fast. So I was thinking about doing some kind of prediction where I > delay the update a whole 10th of a second, just enough so I know the next > angle of the client and I do some kind of interpolation in-between updates > bases off the real time between real frames and the angle between the first > and the second. in other words I fake the missing in between frames. I could > do this, but it would be a lot of work for something that's already done. Is > there any other way to get the client viewangle ACCURATELY every frame? > Right now I use > > > > base_player->angles[1]; > > > > where base_player is real client > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin ); > > > > I use that angle as a subtraction to the raw_angle I find using the acos > between both origins of the client and the current target. > > > > Anyway, it just seems like the angle only gets updates 10 times a second > (roughly). My radar is running every frame. So should I proceed with > prediction, or should I find another variable or view angle which is more > accurate? > > > > -- > > > ___ > 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 ___ 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
RE: [hlcoders] Client side radar question
Good call, I will use that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of RDG O'Sullivan Sent: Monday, November 24, 2003 4:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Client side radar question extern vec3_t v_origin, v_angles; These are declared in view.cpp, and are updated every frame prior to rendering. -randomnine- > I have completed a clientside vgui radar which works with player coordinates > entirely found in the client code. However, this works fine and all, but the > coordinates including the angles of even the client only gets updated as > many as 10 times a second. So what happens is it looks like the radar is > running about 10fps and its really choppy especially if you turn around > really fast. So I was thinking about doing some kind of prediction where I > delay the update a whole 10th of a second, just enough so I know the next > angle of the client and I do some kind of interpolation in-between updates > bases off the real time between real frames and the angle between the first > and the second. in other words I fake the missing in between frames. I could > do this, but it would be a lot of work for something that's already done. Is > there any other way to get the client viewangle ACCURATELY every frame? > Right now I use > > > > base_player->angles[1]; > > > > where base_player is real client > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin ); > > > > I use that angle as a subtraction to the raw_angle I find using the acos > between both origins of the client and the current target. > > > > Anyway, it just seems like the angle only gets updates 10 times a second > (roughly). My radar is running every frame. So should I proceed with > prediction, or should I find another variable or view angle which is more > accurate? > > > > -- > > > ___ > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client side radar question
extern vec3_t v_origin, v_angles; These are declared in view.cpp, and are updated every frame prior to rendering. -randomnine- > I have completed a clientside vgui radar which works with player coordinates > entirely found in the client code. However, this works fine and all, but the > coordinates including the angles of even the client only gets updated as > many as 10 times a second. So what happens is it looks like the radar is > running about 10fps and its really choppy especially if you turn around > really fast. So I was thinking about doing some kind of prediction where I > delay the update a whole 10th of a second, just enough so I know the next > angle of the client and I do some kind of interpolation in-between updates > bases off the real time between real frames and the angle between the first > and the second. in other words I fake the missing in between frames. I could > do this, but it would be a lot of work for something that's already done. Is > there any other way to get the client viewangle ACCURATELY every frame? > Right now I use > > > > base_player->angles[1]; > > > > where base_player is real client > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin ); > > > > I use that angle as a subtraction to the raw_angle I find using the acos > between both origins of the client and the current target. > > > > Anyway, it just seems like the angle only gets updates 10 times a second > (roughly). My radar is running every frame. So should I proceed with > prediction, or should I find another variable or view angle which is more > accurate? > > > > -- > > > ___ > 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