prop_physics_multiplayer vs prop_physics

prop_physics_multiplayer vs prop_physics

Re: prop_physics_multiplayer vs prop_physics Posted by Naklajat on Thu Sep 29th 2005 at 9:15am
Naklajat
1137 posts
Posted 2005-09-29 9:15am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Hello all :smile:

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

Re: prop_physics_multiplayer vs prop_physics Posted by Madedog on Thu Sep 29th 2005 at 10:16am
Madedog
487 posts
Posted 2005-09-29 10:16am
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Well, if server has sv_turbophysics set on, I say - go for physics_multiplayer. I think... yeah, that oughtta fix it.
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: prop_physics_multiplayer vs prop_physics Posted by Captain P on Thu Sep 29th 2005 at 12:43pm
Captain P
1370 posts
Posted 2005-09-29 12:43pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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... :razz:
Create-ivity - a game development blog
Re: prop_physics_multiplayer vs prop_physics Posted by Naklajat on Thu Sep 29th 2005 at 3:21pm
Naklajat
1137 posts
Posted 2005-09-29 3:21pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
After all, CSS is not about the physics, it's about the firefights and running around... :razz:
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

Re: prop_physics_multiplayer vs prop_physics Posted by Andrei on Thu Sep 29th 2005 at 4:13pm
Andrei
2455 posts
Posted 2005-09-29 4:13pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Prop_physics_respawnable is what I use for stuff like crates and barrels rather than prop_physics(_multiplayer).