Raised This Month: $51 Target: $400
 12% 

CL_FlushEntityPacket when >=120 entities' info is sent to player


Post New Thread Reply   
 
Thread Tools Display Modes
Solokiller
Senior Member
Join Date: Sep 2015
Old 09-09-2016 , 08:38   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #21

None that i can see, but TE_FIREFIELD might be useful to you.
Solokiller is offline
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 09-09-2016 , 10:09   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #22

Quote:
Originally Posted by Solokiller View Post
None that i can see, but TE_FIREFIELD might be useful to you.
Can't set the proper render, can't define a good framerate.

No way at all of doing it with server-sided entities?
__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
Solokiller
Senior Member
Join Date: Sep 2015
Old 09-09-2016 , 10:22   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #23

You can do it with server side entities if you keep the entity count and update rate low enough. It isn't realistic to have expensive effects running constantly on the server in this engine.
If you have access to the game/mod's code you can add new network messages to do this, but this is for CS so that's a no.
Solokiller is offline
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 09-09-2016 , 12:09   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #24

And I was trying to replicate Source engine fire effects...
I'm gonna try and work with what I've got then.
Which are the best sprite messages I could use to specify as many entity properties as possible?
__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
Solokiller
Senior Member
Join Date: Sep 2015
Old 09-12-2016 , 07:36   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #25

TE_SPRAY is the only temp entity effect i can find that supports render modes.

pfnParticleEffect is the only engine function that allows the creation of effects.

I'm not seeing any other messages or functions that can create effects, so if this isn't enough, i'm afraid you're out of luck. Replicating Source's particle effects simply isn't possible with such a limited engine.

The only other thing you can try is making a model that contains the effects, then spawning that. You lose random movement (unless you make multiple animations), but you'll be able to create more complex effects.
Solokiller is offline
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 09-12-2016 , 09:25   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #26

It doesn't do what I want. It has gravity and it doesn't go where I want it.
Seems like I'll stick to spamming TE_SPRITE.
Thanks for all your help. If you want the current source code, PM me.
__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 21:36.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode