prop_physics vs prop_physics_multiplayer

04-25-2005, 04:01 AM
Tables, Chairs, Lamps, Desks, etc. All in my map.

I have 2 options,
prop_physics &

I just read some information that was rather conflicting with what I knew (or thought I knew) so I thought Id ask.

So, for everyday furniture crap what should I be using and why?

What does p_p_m do anyways?


04-25-2005, 04:20 AM
I believe prop_physics is made for a client - no data sent and recieved to and from the server reguarding this object.. prop phys multiplayer the opposite - made so that physics object is controlled by the server, interactions calculated by the svr etc.. and sent to all players.

04-25-2005, 04:21 AM
Edit: travis' post contradicts mine completely. Since he's actually a mapper, I'd take his word on it. Here's mine just for the hell of it --

Prop_physics_multiplayer is just the "lite" physics prop right? Simpler calculations for interactions, etc. I think the main differences are that a) ppm causes less server lag, and b) that you get the unfortunate side-effect of the "bounce-back" effect with ppm (-- barrels in CS:S for example).

I read that someone experimented with using regular prop_physics in place of all ppm on de_dust, and the additional server lag was barely noticable if at all by the majority of players.

I could be wrong about everything though. I don't really map.

04-25-2005, 05:20 AM
I'd go with what bazooka said.

here is official discription:

Physics props using a simplified physics collision system designed for multiplayer games. Have less networking overhead than standard physics props, necessary for the bandwidth-limited environment of multiplayer games.

Taken from here:

04-25-2005, 08:49 AM
i was deffinately mappin backwards for dystopia then :) bl them!

04-26-2005, 07:54 PM
;) When it comes to physics, there's only one option in electric Ladyland: use ppm. Nothing else.

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