Multiplayer physics


Ca-Chicken-Soup
07-09-2005, 09:02 PM
Hey there I have just been playing CS:S and noticed how lumpy all the physics objects feel, I am often clipping through objects and being thrown about when pushing a barrel over and such. I have a high speed conection so its not really the lag issue, more of hte network code. I was just playing Fuzzdads test map for CS:S and noticed there are really horrible issues with the physics object-to-player collisions.
Now I'm wondering if DoD:S is going to be like this. If so, does this mean that we are going to have to be carefull not to put hinges and such phys objects where the can hit them? Also I read somewhere that the limit for physics objects is 10. Does that mean everything like func_physbox and hinges and all that sort of stuff? In CS:S there is an insane large amount of phys objects, Aztec for instance has at least 10 barrels alone that move, and Office has all those computers and file cabnets that move. Is there some way for making certian things client side? things that don't matter like bricks.
Long post sorry :rolleyes:

Gorbachev
07-10-2005, 01:08 AM
I'm pretty sure there are a lot of different categories for stuff now (not just epoly/wpoly) shown in a "budget" kind of style. The way the collisions work is funky, but better than it used to be. There are different types of physics and collision styles I think, most of the weird stuff occurs from the models that you can push/shift. I'm not sure about stuff that has joints or pivots though.

Ginger Lord
07-10-2005, 03:17 AM
You can clamber all over the objects in DoD, they don't push you away.

2ltben
07-10-2005, 09:40 AM
iirc Valve said they needed to optimize multiplayer physics. At least that's the reason PoA gave for not having full physics on their objects.

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