Okay, turning into a longer saga than I hoped. I got the code altered to use the shared functions in about an hour, nice and easy. Only thing is that it seems the m_pPlayer->random_seed is permanently 0.
I'm guessing I missed some critical engine call or something during the change to SDK2.x all those years ago and I'm only just noticing now. Any ideas where to start looking? ----- Original Message ----- From: "Alfred" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, March 01, 2002 12:29 PM Subject: Re: [hlcoders] Clientside events not matching the server > The shared functions were introduced in 2.0(.2??) to allow for the client > side stuff. If you have brought code over from the old code base then you > will be using the RANDOM_* engine functions which aren't shared, you need > to manually go through and change the code (the calling format is > different). > > ----- Original Message ----- > From: "Paul 'MoOg' Samways" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, March 01, 2002 11:22 PM > Subject: Re: [hlcoders] Clientside events not matching the server > > > > Just thought of something. I take it then that these aren't already being > > used by the FireBullets functions? Seems a bit daft to me. Or is this just > > leftover SDK1 code biting me in the butt? > > > > ----- Original Message ----- > > From: "Alfred" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Friday, March 01, 2002 12:18 PM > > Subject: Re: [hlcoders] Clientside events not matching the server > > > > > > > You should use the > > > UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 5 ); > > > random function(s). These functions (Leon, Botman, tell me if I am wrong > > > here) will allow the random sequence generated by the server and the > > client > > > to be the same :) So your "random" effect will gel between the server > and > > > the client (hence the shared name). FA implements this and you don't see > a > > > difference between client and actual. > > > > > > ----- Original Message ----- > > > From: "Commando" <[EMAIL PROTECTED]> > > > To: <[EMAIL PROTECTED]> > > > Sent: Wednesday, February 27, 2002 10:28 AM > > > Subject: Re: [hlcoders] Clientside events not matching the server > > > > > > > > > > Paul > > > > > > > > That is unfortunately normal. I ran into this when modifying accuracy > > of > > > > weapons based on things like player speed, crouching, stamina, etc, > but > > it > > > > will happen with all weapons no matter how careful you are. > > > > > > > > When you do the bullet trace, you give it a vector which is basically > > the > > > > cone of degrees of accuracy. That means that the bullet will hit at a > > > > random point within that cone. The problem lies with the fact that > the > > > > random point that the client comes up with will be different than the > > > > random point the server comes up with. All you can really do here is > to > > > > keep as much as possible between the client and the server the same so > > > that > > > > the accuracy vector you pass in to EV_HLDM_FireBullets() and to > > > > m_pPlayer->FireBulletsPlayer() is the same. Beyond that it is random, > > > > unless there is some magic hidden in the code that I haven't found > yet. > > :( > > > > > > > > Rob Prouse > > > > Tour of Duty Mod > > > > http://www.tourofdutymod.com > > > > > > > > At 09:27 PM 26/02/2002 +0000, you wrote: > > > > >Ok, here's one I won't work out on my own. > > > > > > > > > >I ust finished making all our weapons use clientside events to do the > > > > >animations, decals, etc. But as I was doing the last one I forgot to > > turn > > > > >off the serverside decals. I then noticed that the decal marks were > > > > >completely different for client and server. I was under the > impression > > > that > > > > >some clever code tied the events to the server so this wouldn't > happen. > > > Is > > > > >there something I need to do that I may have overlooked? > > > > > > > > > >I'm not talking about full client prediction here, just event calls > > from > > > the > > > > >server. > > > > > > > > > >Any suggestions of things to check would be greatly appreciated :) > > > > > > > > > >Paul > > > > > > > > > >_______________________________________________ > > > > >To unsubscribe, edit your list preferences, or view the list > archives, > > > > >please visit: > > > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

