Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Tom Edwards
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() -

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread 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,

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread David Kraeutmann
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?

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Christopher Harris
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread David Kraeutmann
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

Re: [hlcoders] L4D Glow Effects

2009-11-25 Thread Jonathan White
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Nick
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Saul Rennison
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread David Kraeutmann
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread David Kraeutmann
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread David Kraeutmann
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

Re: [hlcoders] L4D Glow Effects

2009-11-25 Thread Chris Janes
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

Re: [hlcoders] L4D Glow Effects

2009-11-25 Thread Jonathan White
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