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Radar In The Engine.

 
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Thu Jul 23, 2009 9:45 pm    Post subject: Radar In The Engine. Reply with quote

Solved.
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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

PostPosted: Fri Jul 24, 2009 3:49 am    Post subject: Reply with quote

Yes.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Fri Jul 24, 2009 5:06 am    Post subject: Reply with quote

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
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PostPosted: Sat Jul 25, 2009 2:25 am    Post subject: Reply with quote

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
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PostPosted: Sat Jul 25, 2009 8:25 am    Post subject: Reply with quote

only if the server has entity occlusion.
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Downsider



Joined: 16 Sep 2008
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PostPosted: Sun Jul 26, 2009 2:46 pm    Post subject: Reply with quote

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

PostPosted: Sun Jul 26, 2009 3:02 pm    Post subject: Reply with quote

the server has pvs checks. not true occlusion.
its quite fuzzy. you don't wanna be able to see the other side of walls.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Aug 10, 2009 11:09 am    Post subject: Re: Radar In The Engine. Reply with quote

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.
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Team Xlink



Joined: 25 Jun 2009
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PostPosted: Mon Aug 10, 2009 10:13 pm    Post subject: Reply with quote

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.
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