> I'll try that. But the player does seem to be seeing the
> ground entity.
> But it appears he's bouncing off it. The player touches the
> moving plat, gets kick up,  gravity takes over, and the plat
> catches up to the falling player and the cycle repeats.

That doesn't really make sense; it's a bug if that's what is happening.
The player shouldn't bounce when he hits ground.

> This is just a guess, but I think this has something to do
> with the interpolation of the plat's position and speed. The
> client sees the movement as a smooth due to the client-side
> interpolation. But since the server physics seems to be run
> far less often that the client frame rate, I think the server
> is 'stair-stepping' the position of the plat causing the
> player to skip up everytime the plat's position gets updated
> on the server. Maybe you could confirm this guess. If this is
> indeed the case, I would be tempted to add code to do the
> needed interpolation server-side, but I need to know what to
> use for the 'time since the last physics update' on the
> server side to do the necessary interpolation between physics
> frames. I'm guessing there is a global variable somewhere to get this.

This doesn't make sense to me.  The client should already be
interpolating updates from the server.  I'm not sure exactly what the
client does to predict the motion of the player and the plat (not
looking at the prediction code right now), but your description makes it
sound like the problem is with the client side prediction or
interpolation.

> BTW: why would the m_vecVelocity read as 0 on the server for
> a moving plat?

It shouldn't unless the plat is moving due to being in hiearchy (i.e.
not its own AI).

Jay




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