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Bullehole tutorial????
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Entar



Joined: 05 Nov 2004
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PostPosted: Wed Dec 19, 2007 4:40 am    Post subject: Reply with quote

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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Sajt



Joined: 16 Oct 2004
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PostPosted: Wed Dec 19, 2007 6:12 am    Post subject: Reply with quote

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?
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Urre



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PostPosted: Wed Dec 19, 2007 11:06 am    Post subject: Reply with quote

Isn't that a common issue you just have to live with when it comes to clientside effects?
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Sajt



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PostPosted: Wed Dec 19, 2007 6:12 pm    Post subject: Reply with quote

Yeah, it's why you wouldn't want to use clientside effects...
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Entar



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PostPosted: Thu Dec 20, 2007 4:45 am    Post subject: Reply with quote

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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Sajt



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PostPosted: Thu Dec 20, 2007 5:08 am    Post subject: Reply with quote

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.
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