Bullehole tutorial????
Moderator: InsideQC Admins
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In the end though, this is something that should really be done in the engine, not in SSQC, because bullet holes are much too numerous to be efficiently sent across the network. Many Quake engines already do decals, like DarkPlaces, FTEQW, and Vr2.
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
What if player 1 shoots the floor outside of player 2's vis range (clientside bullethole event not called), then player 2 arrives shortly afterward?
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I think the side effects of using that many bullet holes sent across the network would be much worse than a small detail continuity issue that you probably wouldn't notice in most cases anyway.
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
True, though they can be boiled down to quite a small amount of data and only have to be sent once. I would at least use it for stuff like major blood splats though.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
21 posts
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