prop_physics_multiplayer vs prop_physics
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Re: prop_physics_multiplayer vs prop_physics
Posted by Naklajat on Thu Sep 29th at 9:15am 2005


Hello all <img src=" SRC="images/smiles/icon_smile.gif">

I've been thinking about this question lately: prop_physics_multiplayer or prop_physics, which is better? or rather, which do people prefer? The reason the prop_physics_multiplayer exists is to reduce the amount of bandwidth needed, but I've read that the difference is negligable with the amount of physics objects on most CS:Source maps. The main problem I have with PP's as opposed to PPM's is the fact that when walking on them you can sometimes get propelled through the air. But on the other hand you've got the PPM bouncing you away.

The differences that I know of:

prop_physics_multiplayer

they bounce players away
players can get stuck in them when cornered
lower bandwidth usage
they cannot hurt you

prop_physics
players can interact better with them (push them, stand on top of them)
they can propel you away at high speeds if you walk/jump on them "wrong"
higher bandwidth usage
they can hurt you

I think thats enough background on the matter, I'm leaning towards minimal use of physics objects (I hate barrels) with a mix of the two entities.



=o



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Re: prop_physics_multiplayer vs prop_physics
Posted by Madedog on Thu Sep 29th at 10:16am 2005


Well, if server has sv_turbophysics set on, I say - go for physics_multiplayer. I think... yeah, that oughtta fix it.



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Re: prop_physics_multiplayer vs prop_physics
Posted by Captain P on Thu Sep 29th at 12:43pm 2005


prop_physics_multiplayer. For performance reasons but also because just bumping the player away sounds much better than being propelled in the air or taking damage from them...

After all, CSS is not about the physics, it's about the firefights and running around... :P






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Re: prop_physics_multiplayer vs prop_physics
Posted by Naklajat on Thu Sep 29th at 3:21pm 2005


? quote:
After all, CSS is not about the physics, it's about the firefights and running around...

That's the exact reason I hate barrels, nothing worse than strafe-jumping into a bunch of barrels and getting stuck in the middle of a firefight. Almost every map I've played has some sort of physics objects in it, and a lot of them use prop_physics instead of prop_physics_multiplayer. From what I've seen, players get launched off physics objects when the objects are stacked on top of eachother or are very small (cans, bottles, cinderblocks, etc.) and you walk over them.

What sv_turbophysics does (from my observation) is 'freeze' the objects when they're standing still, so you don't bounce off them just by bumping into them. But if you jump on them you fall through most of the time, and if you bump into a miving object it acts the same. They are still prop_physics_multiplayer entities, they just behave a little better. A tamed barrel is still a barrel, and it still has bouncy barrel instincts... or something.

I was thinking it may be a good idea to have only very large things as prop_physics, have smaller stuff prop_physics_multiplayer and the little pieces of random garbage flagged as debris. Heh, now that I think of it I can't see a very good reason to make really big stuff physics objects at all :/



=o



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Re: prop_physics_multiplayer vs prop_physics
Posted by Andrei on Thu Sep 29th at 4:13pm 2005


Prop_physics_respawnable is what I use for stuff like crates and barrels rather than prop_physics(_multiplayer).





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