RE: [hlcoders] Vehicles when teleported lose all speed builtup.

2007-10-02 Thread Tony Paloma
If you are using CBaseEntity::Teleport() do you get the same issue when you try SetAbsOrigin? -Original Message- 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

[hlcoders] Vehicles when teleported lose all speed builtup.

2007-10-01 Thread Christopher Harris
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] Vehicles in multiplayer

2007-09-11 Thread maarten
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

Re: [hlcoders] Vehicles in multiplayer

2007-09-06 Thread Christopher Harris
- 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 -- [ Picked text/plain from multipart/alternative ] in the vehicle fire function, like at the top, or before

Re: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Minh
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 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart

RE: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Maarten De Meyer
? -- 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 -- [ Picked text/plain from multipart/alternative ] yea, The pose parameter

Re: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Christopher Harris
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 -- [ Picked

Re: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Christopher Harris
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 time I brought it up

RE: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Maarten De Meyer
, 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

RE: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Maarten De Meyer
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

Re: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Tony \omega\ Sergi
- 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

Re: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Christopher Harris
] 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

RE: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Mike Durand
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

Re: [hlcoders] Vehicles in multiplayer

2007-08-27 Thread Christopher Harris
- 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 -- [ Picked text/plain from multipart/alternative ] in the vehicle fire function, like at the top, or before

[hlcoders] Vehicles in multiplayer

2007-08-26 Thread Christopher Harris
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 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?

Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] A real driving/racing mod would need to implement vehicle prediction. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] 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,

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Justin Krenz
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.

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread John Sheu
We've got full vehicle prediction here. It just so happens that there's no ground to bump into in space ;-) -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Vehicles in HL2

2006-08-14 Thread Justin Krenz
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

RE: [hlcoders] vehicles

2002-06-22 Thread Persuter
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

[hlcoders] vehicles

2002-06-21 Thread Jorrit Heusinkveld
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);

Re: [hlcoders] vehicles

2002-06-21 Thread Tim Holt
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

Re: [hlcoders] vehicles

2002-06-21 Thread Vyacheslav Djura
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

Re: [hlcoders] vehicles

2002-06-21 Thread Sebastian Steinlechner
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

Re: [hlcoders] vehicles

2002-06-21 Thread botman
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