11-18-2011, 05:28 AM
(This post was last modified: 11-18-2011, 09:04 AM by MirceaKitsune.)
(11-18-2011, 01:35 AM)C.Brutail Wrote: I realy laughed up there
On a serious tone, this is pretty neat. But doesn't this mean that the server has to network the status of these entities per player all the time, generating insane traffic?
Actually, that wasn't entirely a joke. If for one second an enemy is standing in place, you are somewhere behind them (eg: on a platform where they didn't see you) and you zoom toward them, you just might be lucky enough to catch their ammo level. But it would indeed be so difficult that it wouldn't be worth bothering Still, it's fun.
(11-18-2011, 02:13 AM)Samual Wrote: Server should never network that directly, actually... it should be done totally on the client, and it already has the proper ammo information simply from the stats (e.g. see how it gets the information for the hud ammo panel) - That also means you should never know the ammo of your enemy ^_^ I think in that case we can just safely NOT show the attachments for weapons your enemy is holding/weapons on the ground.
My method doesn't do any extra networking, unless changing skins qualifies as that. The weapon model is a server entity so the digits must be that too, although divVerent's new csqc_models might change that. But my code works by simply changing skins, so networking should be minimal.
As for showing the ammo of enemies, that's actually intended in my game. If Xonotic did this, I would support doing it there too. Especially since reading the text on an in-hand weapon would be so hard, that someone experienced enough to do it would deserve the small reward
[EDIT] Here's also a video of the screen in action: