RE: [hlcoders] Client entindices

2002-01-23 Thread James Williams

 Logic would dictate that the entity numbers *should* be the same on
 client and server; I don't see how the two can remain synchronized
 otherwise.

They are the same client and server, but that's not what I'm concerned
about. I'm trying to read the entity lump in the map and match up those
entities to entindices. Is that even possible?

-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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RE: [hlcoders] Client entindices

2002-01-22 Thread James Williams

 I don't think you have a hope of matching up indexes in the BSP file with
 anything that exists while the game is running.

Eep.


Can anyone think of a way I could keep a key/value pair read from the map
and an entindex (from wherever, probably a message from the server)
associated with each other? Actually, if entities aren't reordered when the
map is loaded (they all spawn in the same order they are in the map)
couldn't I search for the ents server-side, send all the entindices over in
a large message on player connect, and then loop through the map on the
client and match up keyvalues to the entindices in the same order as the
message?

-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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