I've recently coded some remote controlled turrets and I'm now working on
clientside prediction.
Setting the poseparameters on the client seems to work however using
GetAttachment() on the client seems to still return the servers recognized
position of the attachments, therefore the 'camera'
It doesn't matter.
It was re-linking like that automatically.
Furthermore, turning it off produced a lib almost identical in size to what
valve released with the SDK, and I would prefer not to have a 15mb client
dll in release, for something so minor.
--
-- omega
Heroes of Excelsior
--
[ Picked text/plain from multipart/alternative ]
The facts: Spectator mode when I join the spectator team works flawlessly,
but when I start playing my mod and die, the spectator camera gets stuck on
my corpse and won't let me move at all. I can change spectator mode, even to
first person view,
--
[ Picked text/plain from multipart/alternative ]
you can just move the poseparameter the same amount the same amount as the
server...that way the player can hold off lag for the next server update
(synced parameters)
--
ts2do
--
___
To unsubscribe,
--
[ Picked text/plain from multipart/alternative ]
I don't think it's a problem of the dead flags (though I have had issues
working with them in the past), but simply that spectator is not fully
implemented in the SDK.
On 4/25/06, Vicent Marti [EMAIL PROTECTED] wrote:
--
[ Picked text/plain
--
[ Picked text/plain from multipart/alternative ]
I still can't understand why spectator isn't fully implimented in the sdk...
On 4/25/06, Skillet [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
I don't think it's a problem of the dead flags (though I have had
I don't think you understood the question, but thanks.
From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Predicted PoseParameters?
Date: Tue, 25 Apr 2006 16:03:45 -0500
--
[ Picked text/plain from
--
[ Picked text/plain from multipart/alternative ]
Sorry...check out weapon_ar2...I think it has poseparameter prediction
--
ts2do
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I fixed this prior to creating
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List so I never posted
a good patch for it, but yea you had to set the spectator to alive or it
couldn't move.
At 2006/04/25 06:24 PM, Nick wrote:
--
[ Picked text/plain from multipart/alternative ]
I still
I would like to get an entity list for a client HUD element, ideally calling
something like FindEntityByClassnameWithin on the client side. The problem is,
this is a server side thingey, so no luck.
Any advice on a clean way to do this? The console cl_showents command seems
like it would be a
--
[ Picked text/plain from multipart/alternative ]
Is this for specific types of entities?
For BG2 I was using messages to change hud data, Tjoppen used this instead
// Global list of client side team entities
CUtlVector C_Flag * g_Flags;
I was looking at that code actually. Ideally I'd like a solution that let me
query any kind of entity but I could probably live with specific ones.
Quoting Jason Houston [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
Is this for specific types of entities?
For BG2 I
--
[ Picked text/plain from multipart/alternative ]
ClientEntityList()
cliententitylist.cpp/.h
On 4/25/06, Tim Holt [EMAIL PROTECTED] wrote:
I would like to get an entity list for a client HUD element, ideally
calling
something like FindEntityByClassnameWithin on the client side. The
13 matches
Mail list logo