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

Reply via email to