I was going to compliment you on your use of the English language, but
then I realised that you should have said /effect/. :-P
The player model can be defined anywhere you see fit, but it's normally
done either in the player ent's Spawn() function or the GameRules'
FinshPutClientInServer() -
Why not replacing the player with a vehicle, and making him fast? Wouldn't
that cut an unnecessary segment out of the loop and make life more
peaceful/less effin source physics grr?
Depends on what he's trying to accomplish.
On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
You'd need to port all the vehicle physics over to the player entity for
a start, then refactor huge chunks of code that assume there's a player
ent sitting in the driver's seat firing the weapons, then change the
conditions when NPCs can see the player to reflect its new oblong size
then,
Vehicles have a couple of specific physics rules, I'd suggest creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed methods.
On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
Why not replacing the player with a vehicle, and making him fast?
I'd think it be best to derive a new gamemovement class where you implement
movement logic for how your vehicle will behave, I suggest highly to not use
the vehicle interface because then it will require that players have a
decent ping or it will lag big time.
By making a custom gamemovement
We somehow solved that problem in Empires, need to lookup tho how.
Maybe we have a vehicle movement class somewhere, but I doubt that.
IIRC we had rather large issues with prediction, tho.
On 11/25/09, Christopher Harris char...@resrchnet.com wrote:
I'd think it be best to derive a new
Garry, thank you very much for pointing this out. Looks like I asked at just
the right time as well :)
I will try to translate the LUA into C++ and I will post an update to the
listserve and the developer wiki. Thank god for Thanksgiving weekend!
Jonathan White
I always was impressed with Empires lack of traditional mp vehicle view lag.
Still want multiple-body groups for them though. :P
On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann da...@davidkra.netwrote:
We somehow solved that problem in Empires, need to lookup tho how.
Maybe we have a vehicle
I was also impressed with Empiresmod's vehicles, extremely well coded
and developed. Fun to drive and fun to play.
I would suggest you visit http://www.empiresmod.com/ for all those who
haven't played it.
On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
I always
Is the Empires team willing to post their vehicle code on *
developer.valvesoftware.com*?
Thanks,
- Saul.
2009/11/25 Nick xnicho...@gmail.com
I was also impressed with Empiresmod's vehicles, extremely well coded
and developed. Fun to drive and fun to play.
I would suggest you visit
I can clean it up and post there. It's a real mess tbh, but the whole code is.
On Wed, Nov 25, 2009 at 7:14 PM, Saul Rennison saul.renni...@gmail.com wrote:
Is the Empires team willing to post their vehicle code on *
developer.valvesoftware.com*?
Thanks,
- Saul.
2009/11/25 Nick
Who's code, yours or valve's? ;)
On Wed, Nov 25, 2009 at 1:29 PM, David Kraeutmann da...@davidkra.netwrote:
I can clean it up and post there. It's a real mess tbh, but the whole code
is.
On Wed, Nov 25, 2009 at 7:14 PM, Saul Rennison saul.renni...@gmail.com
wrote:
Is the Empires team
Ours, but some Valve code is mess too :)
On Wed, Nov 25, 2009 at 10:37 PM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
Who's code, yours or valve's? ;)
On Wed, Nov 25, 2009 at 1:29 PM, David Kraeutmann da...@davidkra.netwrote:
I can clean it up and post there. It's a real mess tbh, but
Krenzo learned to code by writing Empires, now we've got to clean up...
On Wed, Nov 25, 2009 at 11:41 PM, David Kraeutmann da...@davidkra.net wrote:
Ours, but some Valve code is mess too :)
On Wed, Nov 25, 2009 at 10:37 PM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
Who's code, yours or
We used a particle effect to create something similar, it's not quite as
clean as the L4D outlines and it has some issues with regards to vis leafs.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Jonathan
OK, I have implemented the LUA code that was posted by that guy on
facepunch.com into C++. I am having a couple problems though, and
translation issues that maybe Garry can help with.
Here is the code: http://www.copypastecode.com/16117/?view=lines
I included the header at the top and the
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