Commodus Posted July 23, 2003 Posted July 23, 2003 Hey, I've been trawling around lately on the PlanetQuake forums and I found some information on how you can communicate between the game and cgame VM modules (so... when something happens in game you can draw graphics on a client's computer). Thanks to AnthonyJ on the PlanetQuake forums for this info. game -> cgame * unused fields in playerState_t (check in http://www.lucasforums.com/showthread.php?s=&threadid=97308) * events (EF_ flags I think) * trap_SendServerCommand() (check http://www.planetquake.com/code3arena/articles/article9.shtml ) * config strings (ultimately uses trap_sendClientCommand) cgame -> game * +button5 * trap_SendClientCommand() (check http://www.planetquake.com/code3arena/articles/article9.shtml ) Hope this helps someone, Commodus
razorace Posted July 23, 2003 Posted July 23, 2003 Sure, those methods work, but they are "slow" and only really work for non-mission critical data.
Commodus Posted July 23, 2003 Author Posted July 23, 2003 What do you mean "non-mission critical data"?
Wudan Posted July 23, 2003 Posted July 23, 2003 Quote Originally posted by razorace Sure, those methods work, but they are "slow" and only really work for non-mission critical data. Um, which method? They all work.
razorace Posted July 24, 2003 Posted July 24, 2003 Quote Originally posted by Commodus What do you mean "non-mission critical data"? As in, for things that aren't required on a regular basis, like something that is needed every frame. Hilt/Map varibles aren't needed on a per frame basis but animation data is.
Commodus Posted July 24, 2003 Author Posted July 24, 2003 Why do you need to transfer animation data?
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