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Commando : Open Source [message #115201] |
Fri, 17 September 2004 14:04 |
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smwScott
Messages: 225 Registered: February 2003
Karma: 0
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Recruit |
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Actually, I believe you will be able to attain a similar level of physics in multiplayer. You'd probably have to change the more unimportant objects client side, or remove a lot of extra physical objects to cut down lag, but it's definitely do-able. Even if you keep it standard I'm sure it will be far beyond the physics boundaries of almost any other game, even single player.
And to Dante, I'm well aware it will take a good deal of coding to get an RTS themed mod running on Source, but just look at what Ren Alert has been doing. You've got people working double time to make characters viewable in vehicles and increase the draw distance to a more acceptable length. There are still no vehicle enter/exit animations, no way of going prone, etc. Also, the infantry combat is awful and there's not much anyone can do about that. All this stuff comes out of the box with Source, allowing modders to work on more important things like getting the multiplayer modes set up properly and balancing gameplay.
The only advantage I see for Renegade is that it already has the main multiplayer mode set up and working, so you've got a head start on the devloping process. Even so, a much higher quality version of this mode, with a commander and buildable buildings could be created with Source.
-smwScott
47% of all statistics are made up on the spot.
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Commando : Open Source [message #115268] |
Fri, 17 September 2004 19:55 |
z310
Messages: 2459 Registered: July 2003
Karma: 0
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General (2 Stars) |
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Renardin6 |
Dante | yes, but i am well aware of what needs to be coded, and have some people on the team that have worked quite a bit with the hl coding techniques, and are VERY good with C++ programming.
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what about sharing your code ( when done of course ) later to help other people to make renegade-like mod on HL2 engine ?
If you do a such thing, we will make an HL2 version in the future.
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ROFL no offence, but common...
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Commando : Open Source [message #115292] |
Fri, 17 September 2004 21:33 |
PiMuRho
Messages: 494 Registered: February 2003
Karma: 0
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Commander |
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smwScott | Actually, I believe you will be able to attain a similar level of physics in multiplayer. You'd probably have to change the more unimportant objects client side, or remove a lot of extra physical objects to cut down lag, but it's definitely do-able. Even if you keep it standard I'm sure it will be far beyond the physics boundaries of almost any other game, even single player.
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I was referring to the physical simulation of the buggy. In a game of 16+ players, you couldn't run it as if it were single-player.
Dev Diary
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Commando : Open Source [message #115293] |
Fri, 17 September 2004 21:37 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
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General (3 Stars) |
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PiMuRho | I was referring to the physical simulation of the buggy. In a game of 16+ players, you couldn't run it as if it were single-player.
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Why not? It will cause lag? So what you're saying is that in multiplayer, the buggy's physics are toned down?
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Commando : Open Source [message #115298] |
Fri, 17 September 2004 23:20 |
PiMuRho
Messages: 494 Registered: February 2003
Karma: 0
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Commander |
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There's two types of physics - server-side and client-side.
Anything done server-side is calculated by the server and the data sent to all the clients. This is for stuff that is essential that all players receive the accurate data. For example - a large rock on top of a cliff. If it's pushed off, each client needs to know the exact position in case it affects anything (or themselves). Obviously, any server-side data is passed to each client, so this increases the bandwidth requirements.
Client-side stuff is easier. It's calculated on each client machine, because the data isn't a necessary part of the gameplay. The ragdoll death animations you see in games like Far Cry, UT2004 etc are examples of this. Anything processed client-side will appear slightly differently for each player.
The buggy in HL2 singleplayer has quite a lot of physical simulation going on. The wheels are properly simulated, as is the suspension and the body. To use it in multiplayer, you'd have to tone the physics down quite a lot until you found an acceptable balance between simulation and playability. It'd still be a damn sight better than Renegade's vehicle physics, though
Dev Diary
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Commando : Open Source [message #115419] |
Sun, 19 September 2004 02:05 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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For example, in Renegade if your vehicle tipped over, the vehicle would explode after a few seconds. But in Source the vehicle can be pushed back on its wheels/tracks.
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Commando : Open Source [message #115421] |
Sun, 19 September 2004 02:11 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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Make sure you got a decent rig to play with. I'm upgrading from my old GF4 Ti 4800 SE to ATI Radeon 9600XT.
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Commando : Open Source [message #115544] |
Sun, 19 September 2004 17:01 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
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General (3 Stars) |
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The minimum requirements are pretty low. You'll be able to run it, but it'll run like shit.
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