You need to change anything that is shared code, which is pretty much the weapons code only. You also need to make sure that the client and server have equal calls per function (so they stay in sequence) (this shouldn't be an issue however).
Paul 'MoOg' Samways wrote: > Ok. How many of these calls do I need to change? Just those weapon related > or do I have to do it to everything that's related to a specific player? > > ----- 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 > -- Alfred Reynolds [EMAIL PROTECTED] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

