This is a very old problem -- One to which no solution has yet been found. The problem is with the viewmodel skipping and jerking in its animation playback. I traced the problem to the server and client fighting over m_flCycle, m_nSequence, m_flAnimTime, m_flPlaybackRate networked variables. In particular, the client sets these variables and then a short time later (lag time) the server also sets these variables since they are networked. The result is an animation skip/jerk.
The obvious fix is to block the server from changing the value of these variables and let the client do the viewmodel animation independantly from the server. However, this is proving exceedingly difficult to do. I changed the viewmodel class's send table as follows: IMPLEMENT_SERVERCLASS_ST_NOBASE(CBaseViewModel, DT_BaseViewModel) SendPropModelIndex(SENDINFO(m_nModelIndex)), SendPropInt (SENDINFO(m_nBody), 8), SendPropInt (SENDINFO(m_nSkin), 10), // SendPropInt (SENDINFO(m_nSequence), 8, SPROP_UNSIGNED), SendPropInt (SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED), // SendPropFloat (SENDINFO(m_flPlaybackRate), 8, SPROP_ROUNDUP, -4.0, 12.0f), SendPropInt (SENDINFO(m_fEffects), 10, SPROP_UNSIGNED), // SendPropInt (SENDINFO(m_nAnimationParity), 3, SPROP_UNSIGNED ), SendPropEHandle (SENDINFO(m_hWeapon)), SendPropEHandle (SENDINFO(m_hOwner)), // SendPropInt( SENDINFO( m_nNewSequenceParity ), EF_PARITY_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nResetEventsParity ), EF_PARITY_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nMuzzleFlashParity ), EF_MUZZLEFLASH_BITS, SPROP_UNSIGNED ), END_SEND_TABLE() As I understand the SDK docs, the ST_NOBASE should prevent the base class variables (namely m_flCycle, m_flSequence, etc. from CBaseAnimating) from being sent to the client. However, what I'm finding is that they are still get transmitted. I also tried |SendPropExclude(…) on the variables, but they are still getting sent to the viewmodel. The only way I found to stop the server from screwing with the viewmodel was to go into the CBaseAnimating class and strip m_flCycle, m_nSequence, etc. completely from the network variables list and remove the prediction completely. Arrgh. There has to be something that I'm missing, or something that isn't working as advertised. Any Ideas? | _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

