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What is CSS and what is not.

Posted: Tue Jun 13, 2006 1:12 pm
by sword
Well, its getting annoying to see people always asking what is "CSS" or "Cascading Server Side" and what is not. Well, I'm just going to name everything I know at the moment to be CSS and everything that is not CSS.

Cascading Server Side changes:
  • 1. Damage
    2. Ammo amounts
    3. Vehicle/weapon/biped/powerup spawn points
    4. Projectiles (More advanced hex modding.)
    5. Starting weapons
    6. Teleporters
    7. Starting health/shield amounts
Non CSS (Joiners cannot see the changes.):
  • 1. Bitmap/shader changes
    2. Fog
    3. Models
    4. Scenery placements
    5. Projectile swaps (Without the hex change.)
    6. Swaps within the index
    7. Physics
    8. Added scenery
    9. Sky changes
Then, there are a few things out there that are really "semi-css." They are pretty much half experienceable by joiners. In most cases they'll experiance either a lag like sensation, or in the case of projectile swaps that are not css, they'll take the damage that the projectile has, but the joiners wont see the projectile.

Here is a list of these "semi-css" changes that I can think of off the top of my head:
  • 1. Physics
    2. Speed
    3. Non css projectiles (Damage still works, you just cant see them.)
    4. Vehicle swaps within the index
    5. Weapon swaps within the index
    6. Collision models
    7. Unlimited ammo
    8. Jumping height
I'm sure I'm leaving out a few other things in these categories, but I'm just trying to give people an idea of what is and isnt "CSS" so we don't have so many people asking.

Posted: Thu Sep 13, 2007 3:25 pm
by 002
don't forget AI - Uncss almost completly: even if you have the mod, you will need to End Game and now it is 75% CSS, you can see them shooting you but you can't see them die if you are far away, they will just appear alive!

and spawn points for weaps and vehicals are css too

Posted: Thu Sep 13, 2007 5:11 pm
by Altimit01
AI are completely CSS. What isn't CSS is the respawning method involving swapping an itmc for a vehicle or the bipeds they show up in. If they use a cyborg biped then no problem. So it's really the new models and animations plus some syncing issues. Ironically, AI spawn problems only happen if multiple people have the map but not if only the host does.

Posted: Thu Sep 13, 2007 8:04 pm
by TaxiService
Altimit01 wrote:Ironically, AI spawn problems only happen if multiple people have the map but not if only the host does.
haha, nice



are race checkpoints CSS?

Posted: Fri Sep 14, 2007 12:12 am
by TheSlothist
TaxiService wrote:
Altimit01 wrote:Ironically, AI spawn problems only happen if multiple people have the map but not if only the host does.
haha, nice



are race checkpoints CSS?
Everything to do with game-types is CSS.

Posted: Fri Sep 14, 2007 4:05 am
by TaxiService
Real Dry Canadian wrote:Everything to do with game-types is CSS.
nonono i meant another thing but i didnt explain well...

i mean: if i move race checkpoints with sparkedit for example (not mac sparkedit blahblahblah), will it be CSS?

i think yes...

PS: if it is, i will relase a lot of bloodgulches with different race-ways (race-ways? i hope you people know what i mean... <_<)

THE IDEA IS MINE WMHAHAHHEHEHEEH NOONE CAN STEAL IT NOW!! MWHEHEUHSZUHAUAAAA ....hehe... eh....

Posted: Fri Sep 14, 2007 8:52 pm
by TheSlothist
TaxiService wrote:
Real Dry Canadian wrote:Everything to do with game-types is CSS.
nonono i meant another thing but i didnt explain well...

i mean: if i move race checkpoints with sparkedit for example (not mac sparkedit blahblahblah), will it be CSS?

i think yes...

PS: if it is, i will relase a lot of bloodgulches with different race-ways (race-ways? i hope you people know what i mean... <_<)

THE IDEA IS MINE WMHAHAHHEHEHEEH NOONE CAN STEAL IT NOW!! MWHEHEUHSZUHAUAAAA ....hehe... eh....
Real Dry Canadian wrote:Everything to do with game-types is CSS.

Posted: Fri Sep 14, 2007 9:02 pm
by TaxiService
Real Dry Canadian wrote:Everything to do with game-types is CSS.
jesus christ.

when i MOVE THEM WITH SPARKEDIT are them CSS?

i answered myself: no.


i hosted a race in quranatine with people joing with island mod.
joiners couldnot see race-checkpoints changes.

Posted: Sat Sep 15, 2007 8:47 am
by P!ckoff
that sux

Posted: Sat Oct 13, 2007 6:31 pm
by strider
Thanks!
I was wondering about that! LOL

Posted: Sat Oct 13, 2007 10:31 pm
by TaxiService
i just rememberd of that project, so i'll do it soon



...soonish...

Posted: Wed Nov 21, 2007 5:19 pm
by leftover_crack
why didnt it work when i added needlers to the map like people couldnt see it
isnt that supposed to be css

Posted: Wed Nov 21, 2007 9:01 pm
by TaxiService
mh... how you add them? via a dependecy swapper?

Posted: Thu Nov 22, 2007 3:10 am
by Moxus
The easiest CSS way to do it is Dependency Swapping the weapons in Itmc tags.

-=Moxus=-

Posted: Thu Nov 22, 2007 6:12 am
by TaxiService
Moxus wrote:The easiest CSS way to do it is Dependency Swapping the weapons in Itmc tags.

-=Moxus=-
or scnr tag