What you need to do is merge the PVS/PAS of the bot and the player.
SetupVisibility() is where the server DLL can set the PVS to be used in
AddToFullPack(). The default implementation just asks the engine to calculate
the PVS for the current view entitity. You could ask the engine to
Thanks for that info but the additional viewpoint code causes a crash.
Maybe I could send all the entities anyway and filter out the non
visible ones client-side?
[EMAIL PROTECTED] wrote:
What you need to do is merge the PVS/PAS of the bot and the player.
SetupVisibility() is where the server
On Wednesday 29 November 2006 1:36 pm, TheLazy1 wrote:
Thanks for that info but the additional viewpoint code causes a crash.
Maybe I could send all the entities anyway and filter out the non
visible ones client-side?
That would sort of negate the whole point of PVS in:
1. Reducing bandwidth
Well, split screen play would be limited to listenservers and not allow
more than one real client to be connected.
Another issue is that if player one is underwater, the second viewport
will get the underwater fog effect applied to it. I assume that is being
done by the engine so I don't know if
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Thanks for bringing this function to my attention, I was able to add another
origin point to the PVS system however i still get some minor flickers. I'd
still like to find a way to enter individual entities into the list of
displayed entities,
I tried again and managed to get that code working but only when I used
a cheap hack.
For some reason I cannot just do pvsBuffer[ x ] |= *pvs[ x ] since it'll
just crash, I can however
memcpy it into a buffer and do the bitwise OR later.
Should I do this with PAS aswell?
[EMAIL PROTECTED]
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I too have been looking for something similar. I have entities that I
render on the client that aren't in the client's view according to the
server so the entity model flickers in and out when it drags just out of my
view and back in. I need to
You guys should take a look at how the camera/monitor code does it, as that
adds another viewpoint to be rendered that is potentially far from the
client. I haven't looked myself, so I can't offer any more than that
suggestion right now.
From: Joel R. [EMAIL PROTECTED]
Reply-To:
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You can add a point to the player's PVS. The render target camera does it so
you can see what it sees. It's serverside and it's something really simple.
On 11/28/06, Joel R. [EMAIL PROTECTED] wrote:
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I should have mentioned earlier that this is for Half-Life 1, however,
if what you said still applies are there any docs outlining that?
Garry Newman wrote:
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You can add a point to the player's PVS. The render target camera does it so
you can
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