Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-29 Thread pr.searle
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

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-29 Thread TheLazy1
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

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-29 Thread John Sheu
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

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-29 Thread TheLazy1
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

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-29 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] 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,

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-29 Thread TheLazy1
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]

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Hyperjag 3
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:

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] 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: -- [ Picked text/plain from

Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Kevin Keeling
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: -- [ Picked text/plain from multipart/alternative ] You can add a point to the player's PVS. The render target camera does it so you can