[hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)
Well, doesn't the client load the prop_static entities and the like? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders