[hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Trevor 'Drak'
Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using 
keyvalues, that allow you to edit/add/remove entity’s durning map loading.
Can this just be handled server side? If I remove an “info_player_spawn” or any 
entity for that matter, because it’s left within the client’s .bsp will this 
cause issues? Same with removing brush based entity’s. Do I have to take care 
of them on the client? 

Also, I’m not sure where I should call my class that handles these keyvalue 
files. I want them read/done soon as the map is finished loading server-side.
Thanks!
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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
As far as I understand it, the client ignores the entity lump when 
loading a map and just waits for the server to send it information about 
which entities it needs to spawn where.


I doubt that info_player_spawn itself is ever broadcast to the client.

On 10/11/2010 10:02, Trevor 'Drak' wrote:

Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using 
keyvalues, that allow you to edit/add/remove entity’s durning map loading.
Can this just be handled server side? If I remove an “info_player_spawn” or any 
entity for that matter, because it’s left within the client’s .bsp will this 
cause issues? Same with removing brush based entity’s. Do I have to take care 
of them on the client?

Also, I’m not sure where I should call my class that handles these keyvalue 
files. I want them read/done soon as the map is finished loading server-side.
Thanks!
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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Stephen Micheals
Entities in all source MP games are handled by the server, the client
is untrusted as such on connection to a server or loading a new map
from the server the client downloads the entities to use from the
server ( the entities in the clients BSP are never used ) there are
different methods used to override what entities the client use.

example bits of code are available in the sdk from the new round code
to the system used in EP2 that overrides the entity lump thats sent to
the client.

On Wed, Nov 10, 2010 at 2:02 PM, Trevor 'Drak' dhlco...@wowway.com wrote:
 Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using 
 keyvalues, that allow you to edit/add/remove entity’s durning map loading.
 Can this just be handled server side? If I remove an “info_player_spawn” or 
 any entity for that matter, because it’s left within the client’s .bsp will 
 this cause issues? Same with removing brush based entity’s. Do I have to take 
 care of them on the client?

 Also, I’m not sure where I should call my class that handles these keyvalue 
 files. I want them read/done soon as the map is finished loading server-side.
 Thanks!

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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Jonas 'Sortie' Termansen

Well, doesn't the client load the prop_static entities and the like?

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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
Those aren't real entities. They are absorbed into the world at compile 
time.


On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote:

Well, doesn't the client load the prop_static entities and the like?

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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tony omega Sergi
half-correct.
they reside in their own lump, the static prop lump.
the engine loads them -like- entities (they have a client-side render handle
etc, and are pretty much identical to entities in that regard) and they do
have a serialized index so decals created on the server can be applied to
them on the client.
but no, they're not real entities in that they have no edict;)


as for ignoring the lump; it ignores everything other than client-side map
defined stuff, which off the top of my head, i can't remember if there are
any by default; i think there is the client side physics props though.
the project i'm working on however has a bunch of map specified, client-side
only things though (i ignore them during parse on the server, and only parse
them on the client)
-Tony


On Thu, Nov 11, 2010 at 7:49 AM, Tom Edwards cont...@steamreview.orgwrote:

 Those aren't real entities. They are absorbed into the world at compile
 time.


 On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote:

 Well, doesn't the client load the prop_static entities and the like?


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