If you are using CBaseEntity::Teleport() do you get the same issue when you
try SetAbsOrigin?
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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Monday, October 01, 2007 9:05 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders
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Essentially when you teleport a vehicle with CBaseEntity::Teleport it will lose
all of its speed and essentially have to start going again from 0 velocity,
current rpms etc.
This is a major problem
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Vehicles in multiplayer
I can confirm, MP vehicles are a core part of our mod, and we still have
this terrible issue. Last time I brought it up (about a month or maybe a
bit
more ago) Mike Durand personally looked into this problem. I
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, August 27, 2007 8:14 AM
Subject: Re: [hlcoders] Vehicles in multiplayer
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in the vehicle fire function, like at the top, or before
on the client side btw.
- Original Message -
From: Christopher Harris [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, August 26, 2007 10:47 PM
Subject: [hlcoders] Vehicles in multiplayer
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?
-- Maarten
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Minh
Sent: Monday, August 27, 2007 8:06
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Vehicles in multiplayer
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yea, The pose parameter
not reset to
0 when no more movement. I suppose you just have to do this for all the pose
parameters.
Thanks
- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, August 27, 2007 2:05 AM
Subject: Re: [hlcoders] Vehicles in multiplayer
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From: Maarten De Meyer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, August 27, 2007 2:32 AM
Subject: RE: [hlcoders] Vehicles in multiplayer
I can confirm, MP vehicles are a core part of our mod, and we still have
this terrible issue. Last time I brought it up
, August 27, 2007 8:41
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Vehicles in multiplayer
Your mail helped me solve it though it is a bit painful. You must capture
your pose parameters to network vars every tick and send them to the client.
And then just Set the pose parameters client
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Vehicles in multiplayer
About tracers/muzzles/impact effects. Did you get these to work in your mod.
I have done further testing using func_breakables which prove bullet info is
firing. Just no effects are being created oddly enough. Could
- Original Message -
From: Maarten De Meyer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, August 27, 2007 2:32 AM
Subject: RE: [hlcoders] Vehicles in multiplayer
I can confirm, MP vehicles are a core part of our mod, and we still have
this terrible issue. Last
]
To: hlcoders@list.valvesoftware.com
Sent: Monday, August 27, 2007 7:32 AM
Subject: RE: [hlcoders] Vehicles in multiplayer
Well, yes, completely bypassing the network array and passing the pose
parameters separately works. When I do things like that at work I have to
tag it with // :HACK: though, it's
Sent: Sunday, August 26, 2007 11:33 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Vehicles in multiplayer
I can confirm, MP vehicles are a core part of our mod, and we still have
this terrible issue. Last time I brought it up (about a month or maybe a
bit
more ago) Mike Durand
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, August 27, 2007 8:14 AM
Subject: Re: [hlcoders] Vehicles in multiplayer
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in the vehicle fire function, like at the top, or before
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I am having some minor issues with my vehicle in multiplayer which from a quick
one over of the flow of things I am perplexed why they are not working.
Firstly PoseParameters seem to be reseting to 0
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How is full client-side vehicles possible with multiple players? How would
you make have the vehicle the same position on all clients?
Also, about your problem: Can't you just set velocity/impulse to zero when
the network-info is received?
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The same way it things work now. Clients extrapolate positions and
velocities and stuff based on network updates from the authoritative system
for the vehicles, which doesn't necessarily have to be the server, though it
typically is for security
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A real driving/racing mod would need to implement vehicle prediction.
--
ts2do
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I was thinking though. You can't really predict any driver-input so when the
driver has a higher ping ( like 200) and riding hard, prediction wouldn't
really make it better. (for example, the driver stops but due ping the
command gets 200 ms
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Err, prediction would definitely work for a driving mod, prediction works by
allowing the local players input to be considered authoritative by the
client side for a little while, until the server acknowledges (or denies)
the predicted movements
Paul Peloski wrote:
If you don't predict, the game will feel very unresponsive, since your input
will have to be acknowledged by the server and sent back before you see it
happen. The higher your ping, the worse the response time. It works fine for
single player games but not for fast-paced
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On 8/15/06, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
However, the remote client (the one who's observing the vehicle, not the
one who's driving it) could see prediction problems if his latency to
the server is high.
You're mistaken,
When I first started programming the vehicle code for Empires, I tried
to implement vehicle prediction. This consisted of me copying the
physics entity of the vehicle onto the client so that I could predict
the physics portion of the vehicle on the client side for the predicted
frame.
We've got full vehicle prediction here. It just so happens that there's no
ground to bump into in space ;-)
-John Sheu
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In player.cpp, look in the function GetInVehicle(...). There's a
line that says AddEffects( EF_NODRAW ). This makes the player in the
vehicle invisible. What I've done in my mod is have a script which
states what positions of the vehicle show the passenger. The code
checks if the position the
get you going up and down hills for
sure. I dunno about banking left and right.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of botman
Sent: Friday, June 21, 2002 3:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] vehicles
i got working vehicles but i can`t get them drive up a wall like in cs
this is my code:
void CFuncVehicle :: Stop( void )
{
pev-speed = 0;
}
void CFuncVehicle::Wall( void )
{
TraceResult front;
Vector vecFront = pev-origin + gpGlobals-v_forward*(45);
Driving up walls is good? :^)
Or do you mean up slopes?
Jorrit Heusinkveld wrote:
i got working vehicles but i can`t get them drive up a wall like in cs
this is my code:
void CFuncVehicle :: Stop( void )
{
pev-speed = 0;
}
void CFuncVehicle::Wall( void )
{
TraceResult
Hello Jorrit,
Friday, June 21, 2002, 8:20:36 PM, you wrote:
JH any body a idea how to change it so it can drive up walls and down
this is what I made for displacer energy ball, to stop after hiting
the wall:
SetTouch( NULL );
pev-velocity = Vector( 0, 0, 0 ); //stop energy
I guess you have to do the following:
Do a traceline straight down to the ground at the front and at the back.
Then see whether there's any difference in trace length (forget about a few
tenths, it's only whole units that make a difference). If there is, use some
triangle maths to calculate the
I guess you have to do the following:
Do a traceline straight down to the ground at the front and at the back.
Then see whether there's any difference in trace length (forget about a few
tenths, it's only whole units that make a difference). If there is, use some
triangle maths to calculate
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