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InsideQC Forums • View topic - Bullehole tutorial????

Bullehole tutorial????

Discuss programming in the QuakeC language.

Moderator: InsideQC Admins

Postby Entar » Wed Dec 19, 2007 4:40 am

In the end though, this is something that should really be done in the engine, not in SSQC, because bullet holes are much too numerous to be efficiently sent across the network. Many Quake engines already do decals, like DarkPlaces, FTEQW, and Vr2.
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Postby Sajt » Wed Dec 19, 2007 6:12 am

What if player 1 shoots the floor outside of player 2's vis range (clientside bullethole event not called), then player 2 arrives shortly afterward?
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Postby Urre » Wed Dec 19, 2007 11:06 am

Isn't that a common issue you just have to live with when it comes to clientside effects?
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Postby Sajt » Wed Dec 19, 2007 6:12 pm

Yeah, it's why you wouldn't want to use clientside effects...
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Postby Entar » Thu Dec 20, 2007 4:45 am

I think the side effects of using that many bullet holes sent across the network would be much worse than a small detail continuity issue that you probably wouldn't notice in most cases anyway.
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Postby Sajt » Thu Dec 20, 2007 5:08 am

True, though they can be boiled down to quite a small amount of data and only have to be sent once. I would at least use it for stuff like major blood splats though.
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