ped has to collide twice with first and second enexes in order for collision to be processed - maybe the solution is to only ignore collision while ped is finding ground
enexes which don't work well: wardrobe, LS skyscraper, desert airport
interiors are visible in the sky - we could disable their renderers, but collision must stay - maybe the solution is to move them upward (eg. to 10.000)
Notes:
host/server must see all interiors
most of the time client won't see other interiors, because objects in interiors have small draw distance and interiors are located high in the sky. Still, if he gets too close to interior, that interior will be loaded.
clients will see other peds and vehicles inside interiors - the solution would be to disable objects which are not in the same interior as the local client (only disable their graphics, leave the physics)
special case are the interiors which can see the exterior (eg. through windows). This includes seeing peds and vehicles. When client enters this type of interior, he should still see network objects from exterior. Or... for the sake of simplicity, we can treat this type of interior like any other.
maybe it would be the best solution to let all clients see all interiors (only static geometry, not dynamic objects)
we need to keep track which ped/client belongs to which interior - what happens when client's ped dies ? Should client remain in the same interior ? Probably. Then, when his ped is spawned again, change his interior to the one where ped is spawned.
Most of the stuff is done.
What's left to do:
ped has to collide twice with first and second enexes in order for collision to be processed - maybe the solution is to only ignore collision while ped is finding ground
enexes which don't work well: wardrobe, LS skyscraper, desert airport
interiors are visible in the sky - we could disable their renderers, but collision must stay - maybe the solution is to move them upward (eg. to 10.000)
Notes:
host/server must see all interiors
most of the time client won't see other interiors, because objects in interiors have small draw distance and interiors are located high in the sky. Still, if he gets too close to interior, that interior will be loaded.
clients will see other peds and vehicles inside interiors - the solution would be to disable objects which are not in the same interior as the local client (only disable their graphics, leave the physics)
special case are the interiors which can see the exterior (eg. through windows). This includes seeing peds and vehicles. When client enters this type of interior, he should still see network objects from exterior. Or... for the sake of simplicity, we can treat this type of interior like any other.
maybe it would be the best solution to let all clients see all interiors (only static geometry, not dynamic objects)
we need to keep track which ped/client belongs to which interior - what happens when client's ped dies ? Should client remain in the same interior ? Probably. Then, when his ped is spawned again, change his interior to the one where ped is spawned.