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Crackin' the Mini-Map


  
 
 
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Wilson [29th ID]
Veteran Member
Join Date: Nov 2005
Location: London
Old 08-29-2007 , 08:52   Crackin' the Mini-Map
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For thousands of years, archaeologists and historians have tried to discover how the mini-map of Day of Defeat works. Numerous attempts have been made to block your teammates from showing up on the mini-map in an unrealistic, "radar-like" fashion.

In 322 B.C., Wilson29thID set everyone's ES_SolidState to SOLID_NOT and that seemed to solve the problem, but also created another problem: when you hold your mouse over your teammate, there is no way to tell who it is. That means they can teamwound all they want and no one will know it's them (and many other problems along the way).

In 2 A.D., Wilson29thID used the bug in the DoDx module, dod_set_user_kills() to make them seem dead and thus have the icon above their head not displayed, but it still displayed on the minimap.

To this day, Wilson29thID has made many attempts but not yet cracked the code of the Day of Defeat minimap. But I think we've finally got it this time.

Here's How!
As many mappers know, (at least in DoD,) no matter where you are on the map or what you're looking at, you are rendering all of your teammates 100% of the time. You only render enemies (and all other entities) if you are looking at them or about to look at them. I have always taken this as a grain of salt and irrelevant until now.

One day I opened my minimap and noticed it took a second for the player icons to show up, and started thinking about this...Reason tells me that the reason we render our teammates is to display their icon on the minimap and the icon above their heads.

Now the question is...how to stop that rendering. What tells the engine that a client should render another client no matter where he is in the map? And what tells the engine he should only render a client if he is in view or about to be in view?

Tonight, we write history!
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