I'm not using shared functions. I'm only using events, not full prediction. So the server is just telling the client the spread values in the event call. However, like I said the players random_seed value isn't changing from 0, so the event is always called with a spread of 0.0,0.0
----- Original Message ----- From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, March 02, 2002 2:45 AM Subject: Re: [hlcoders] Clientside events not matching the server > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

