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Radar In The Engine.

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Thu Jul 23, 2009 9:45 pm Post subject: Radar In The Engine. |

Solved. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

Last edited by Team Xlink on Tue Nov 17, 2009 2:21 am; edited 1 time in total

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Fri Jul 24, 2009 3:49 am Post subject: |

Yes.

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Fri Jul 24, 2009 5:06 am Post subject: |

Google for Quake Royale. He has a radar system that u might use. But in all it should be tied in to the SVC imho to make it cheat free.. meaning the server should control the "dots" on the radar, period.

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sat Jul 25, 2009 2:25 am Post subject: |

r00k wrote:
Google for Quake Royale. He has a radar system that u might use. But in all it should be tied in to the SVC imho to make it cheat free.. meaning the server should control the "dots" on the radar, period.

Why should the server control them? That's a bit strange. Entity info would only be sent if it's visible to your client via VIS anyway o.o

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Sat Jul 25, 2009 8:25 am Post subject: |

only if the server has entity occlusion.

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Jul 26, 2009 2:46 pm Post subject: |

r00k wrote:
only if the server has entity occlusion.

oo I thought that was there even in vanilla.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sun Jul 26, 2009 3:02 pm Post subject: |

the server has pvs checks. not true occlusion. its quite fuzzy. you don't wanna be able to see the other side of walls. _________________ What's a signature?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Aug 10, 2009 11:09 am Post subject: Re: Radar In The Engine. |

Team Xlink wrote:
I am wondering if it is possible to add radar to the Engine instead of the QC.

Here is a possibly useful thread ...
http://forums.inside3d.com/viewtopic.php?t=1345
Note: Nexuiz (the same things as DarkPlaces has some minimap code) as well.
Yes, you said radar not minimaps but about the same. The concept of radar is somewhat simple in the sense that you take the 16 player entity spots, get their x,y,z and throw out Z.
Every frame when you are drawing the HUD, draw a circle or render a nice fancy radar pic and then up to 16 spots on the radar if player spot is visible ...
You get the idea.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Mon Aug 10, 2009 10:13 pm Post subject: |

Well, I added radar. It doesn't work right tho. It wouldn't show the bots on the radar. I am already redoing the code because it was really sloppy and crashed the engine a lot. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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