[hlcoders] Multiplayer Vehicles

2007-01-12 Thread John Sheu
I've come to the conclusion, finally, that the Source engine in its present form does not do multiplayer vehicles well. The issue is this: for a smooth experience, we need prediction. To do prediction, we need to be able to simulate a vehicle forward multiple timesteps relative to the

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] This is the reason I made my vehicles purely out of SOLID_BBOX. I was able to reduce cpu load from physics by ALOT and was able to have great prediction. On top of that, I controled my movements with 100% precision. Only downside was I had to

RE: [hlcoders] Linux DS Build problem

2007-01-12 Thread Ben Everett
And found the bug. FYI in the Makefile you shouldn't be referencing tier0_i486.so and vstdlib_i486.so by $(GAME_DIR)/bin. As these symbolic links are made in the Makefile when you do a 'make mod' it will suffice to have it set to just 'tier0_i486.so' and 'vstdlib_i486.so'. If you do a 'ldd' on the

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Justin Krenz
I remember Valve said Havok doesn't want their code opened in the SDK at all, so I doubt Valve wants to start opening anything up in the VPhysics interface to get the functionality you want. I chose client-side vehicles because it's the fastest solution. You just move the vehicle code

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] We are attempting to rewrite our prediction code in order to make collisions less crazy. We might just drop the idea at this point. As for custom physics, this is the implementation we currently have, however there is no way to trace a

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Justin Krenz
Does SweepCollideable(...) not support OBB? I know const.h says SOLID_OBB is not implemented, but from what little I played with it, SweepCollideable seemed to correctly orient the entity's bounding box before doing the trace. As far as VPhysics, what about using PhysShouldCollide(

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Minh
I believe someone from Valve mentioned earlier that SweepCollideable() and TraceRay() are currently stub implementations in IPhysicsEnvironment, so they don't do anything meaningful. - Original Message - From: Justin Krenz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent:

Re: [hlcoders] Recording demos broken in EP1?

2007-01-12 Thread Adam \amckern\ Mckern
I have the same problem, but my anims (mostly guns) are all courpted the first time i built the mod code - with default settings. Adam --- Nate Nichols [EMAIL PROTECTED] wrote: Hi, On the two machines I've tried it on (one of which is full of my modding stuff and the other which is a

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] That's interesting Krenzo. I will have to check out how PhysShouldCollide works. If it works alright, it could really help with the prediction. At the very least we could implement something like sv_turbophysics. What may be difficult is getting

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread John Sheu
On Friday 12 January 2007 3:34 pm, Justin Krenz wrote: Does SweepCollideable(...) not support OBB? I know const.h says SOLID_OBB is not implemented, but from what little I played with it, SweepCollideable seemed to correctly orient the entity's bounding box before doing the trace. Not sure,