HL2DM Orange Box Engine (Source2007) - Beta 2

s0iz

2009-06-10 05:10:05

Yet it has a lot of things to be done, but if you want to test it: http://james1324.web.officelive.com/default.aspx

All credits goes to this guy: http://forums.steampowered.com/forums/m ... p?u=424499

Physics feel a bit different, and mouse movement too (blur motion).

DIE_bastards

2009-06-15 11:54:56

the only serious flaws I've spotted definitely:
after disconnecting from the server, putting on HDR, and creating a new server, the game hangs in the end of loading.
entity projectiles like rockets and arrows have a small lag after shot.
Porting HL2DM is good idea, but we have to bore ValVe for it again and again, because making the game a mod is hard: patching, servers, compatibility etc >_<

Keeper

2009-06-15 15:54:22

entity projectiles like rockets and arrows have a small lag after shot.
This is very noticeable on a listen server. But that's one problem I had in the mod team I was on. There is absolutely no way to spawn an object that is moving. Therefore you have to spawn it client side, the server has to sync, THEN it can start moving.

badinfluence

2009-06-15 20:11:56

L2k

2009-06-15 21:31:00

Keeper wrote:
entity projectiles like rockets and arrows have a small lag after shot.
This is very noticeable on a listen server. But that's one problem I had in the mod team I was on. There is absolutely no way to spawn an object that is moving. Therefore you have to spawn it client side, the server has to sync, THEN it can start moving.
So are you saying it's not big problem on a dedicated server?

And if so is there hope that can be resolved?

Seems I have always sort of noticed the same thing in Pro Mod as well.

Keeper

2009-06-15 21:39:29

No, the effect just "lessens" with more interpolation. If you notice now, it happens in regular hl2dm when you launch an RPG, smg1 nade, or even crossbow.