per entity per frame, i.e per unique player entity per rendered screen. So
if in a single frame 2 events were sent to the client then only one of them
(the last I believe) would get through.

zmeko wrote:
> What do you mean by entity frame?
> Alfred Reynolds wrote:
>
>> The deep recesses of my memory seem to think that you can only have
>> 1 event per entity per frame. Perhaps the reload event is stomping
>> over the top of another event?
>>
>> - Alfred
>>
>> Tony "omega" Sergi wrote:
>>
>>
>>> I don't even use those cl_lw checks at all, so its always just on.
>>>
>>> But, after all kinds of massive debugging I've determined now that
>>> its actually the events not firing on the client; that is, any event
>>> that's not reliable (all weapon fire; since I don't want them to go
>>> when out of pvs..) will randomly stop firing LOCALLY. I'm still
>>> messing with it to see if I can find a solution, like perhaps to
>>> force reliable on local calls, but not remote :/
>>>
>>> Further with that; my reload event which I set to reliable the other
>>> day; when my fire events stop triggering on the client, the reload
>>> still does. I haven't confirmed whether reliable actually has
>>> anything to do with it yet, since its hard for me to duplicate this
>>> bug when tis well, random.
>>>
>>>
>>> -omega
>>> Blackened Interactive - http://www.blackened-interactive.com
>>> Omega Wing - http://owing.blackened-interactive.com
>>> -----Original Message-----
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Pat
>>> Magnan Sent: August 7, 2003 11:21 AM To:
>>> [EMAIL PROTECTED]
>>>
>>> Hmm, ok guess that shouldn't be too random then :).
>>>
>>> I did find it strange that changing this code:
>>> if ( cl_lw && cl_lw->value )
>>> {
>>>         HUD_WeaponsPostThink( from, to, cmd, time, random_seed ); }
>>>
>>> so there's no check for cl_lw (i.e. the conditional was changed to
>>> if ( 1 )), seemed to have no effect - that is, HUD_WeaponsPostThink
>>> was never called if someone types cl_lw 0, since I draw something
>>> on the screen from that function continuously -- well based on a
>>> value only ever set there, and it stops working as soon as someone
>>> types cl_lw 0 in the console I can see that it was not being called.
>>>
>>> I guess that means the only way to disable a client's ability to
>>> turn prediction off is to set it to 1 right before the check?
>>>
>>> I guess I'd have to say other than this cl_lw stuff, I have no
>>> issues with the prediction not working or HUD_WeaponsPostThink not
>>> being called because we draw based on that value and I've never
>>> heard of it randomly not working...
>>>
>>> Oh for your problem omega, setting cl_lw to zero guarantees that
>>> HUD_WeaponsPostThink is NOT ever called... so it shouldn't fix it
>>> not being called.. at least that's what that code above says to me
>>> :p, maybe some other check for it, the only 'default' other check is
>>> this, and one in the gauss code I think...:
>>>
>>> int CHud::MsgFunc_SetFOV(const char *pszName,  int iSize, void
>>>         *pbuf) { .. snip ... if ( cl_lw && cl_lw->value )
>>>                 return 1;
>>>
>>> So, if you rely on FOV at all, then you'd need a zero in cl_lw for
>>> your weapons to work correctly perhaps? Comment that check out, and
>>> see if the predicted weapons work correctly now?. No idea on the
>>> randomness of it..
>>>
>>> At 10:40 AM 8/6/2003 -0700, you wrote:
>>>
>>>
>>>> <snip>
>>>>
>>>>
>>>>> You seem to have the opposite problem where the prediction is
>>>>> mucked. I noticed also that checking cl_lw, the value seems to
>>>>> intermittently change (tried to print to console based on it's
>>>>> value, and it seems to decide to reset itself at random).
>>>>>
>>>>>
>>>>>
>>>> There is only one place in the engine where cl_lw is reset
>>>>
>>>>
>>> to 0, here is
>>> the
>>>
>>>
>>>> code for it:
>>>>
>>>>        if (cl_funcs.pPostRunCmd )
>>>>        {
>>>>                cl_funcs.pPostRunCmd( from, to, cmd, runfuncs,
>>>>        time,        random_seed ); } else
>>>>        {
>>>>                extern cvar_t cl_lw;
>>>>                if ( cl_lw.value != 0 )
>>>>                {
>>>>                        Cvar_SetValue( "cl_lw", 0.0 );        } }
>>>>
>>>> obviously this should never be called as long as your client
>>>>
>>>>
>>> dll exports
>>> the
>>>
>>>
>>>> HUD_PostRunCmd function.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>> It seems like somewhere this value is getting munged, as well
>>>>> checks for it don't work correctly at all. I lean to the idea
>>>>> there is a bug in the engine and the value is getting stomped.
>>>>>
>>>>> Hmm, wait, HUD_WeaponsPostThink is called when cl_lw is true is
>>>>> that not correct?
>>>>>
>>>>> At 11:15 AM 8/6/2003 -0400, you wrote:
>>>>>
>>>>>
>>>>>> This is something that has been going on for a long time, and I
>>>>>> had thought I'd fixed it, but now it seems like its really an
>>>>>> engine bug. Here's the lowdown:
>>>>>>
>>>>>> For a long time, people have been complaining about "weapon
>>>>>> jamming" (as they call it) long before I started working on FLF;
>>>>>> So I began re-writing the weapon code completely. Locally it
>>>>>> seems to work perfectly now, but over the internet it randomly
>>>>>> stops predicting. And that's the keyword, I can't re-produce it,
>>>>>> it just at random times "jams" (or more specifically,
>>>>>> HUD_WeaponsPostThink is not called at ALL anymore.) cl_lw 0
>>>>>> seems to fix it, which if my understanding is correct, tells the
>>>>>> engine to not call HUD_WeaponsPostThink and then the server will
>>>>>> not skip the event playback from FEV_NOTHOST. Correct?
>>>>>>
>>>>>> The problem is; now all weapon prediction features are lost, just
>>>>>> to make the weapons not "jam". This is a pain in the ass, and the
>>>>>> fact that I can't reproduce it to even debug and see if it is
>>>>>> something messed up in the weapons code, or if it's in the engine
>>>>>> for sure it leaves me in a pickle jar with no fork to pull
>>>>>> myself out.
>>>>>>
>>>>>> I was wondering mostly if anyone else has experienced this, and
>>>>>> if they can confirm or deny if it really is an engine problem, or
>>>>>> something that can be fixed in weapons code :/
>>>>>>
>>>>>> I'm getting ready to rip my hair out again (and to think. It just
>>>>>> grew back from last time I was fixing weapons!)
>>>>>>
>>>>>> -omega
>>>>>> Blackened Interactive - http://www.blackened-interactive.com
>>>>>> Omega Wing - http://owing.blackened-interactive.com
>>>>>>
>>>>>>
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>>>>>>
>>>>>>
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