--
[ Picked text/plain from multipart/alternative ]
On 8/15/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> However, the remote client (the one who's observing the vehicle, not the
> one who's driving it) could see prediction problems if his latency to
> the server is high.


You're mistaken, the only entities that are predicted are: the local player,
his weapons and his viewmodel. If you do cl_predictionlist 1 you will see
something to the effect of

player
viewmodel
weapon_crowbar
weapon_..

No matter how many other players are on the server, only one 'player' is
predicted. Entities that are under the control of the the local players
input are predicted, since they're the only things that the local client can
be authoritative about. Other players in the game (or their vehicles) don't
fit this description, the client would have no idea how to predict the
movement of some random guy on the server.

Remote players and other entities ARE interpolated and extrapolated, which
are simply smoothing out position/animation values in between network data
(otherwise, you would only see the player move/animate when you got new
data, not every frame). But these entities are not predicted.

What you see on the remote client is always a bit BEHIND the server because
of the time it takes for the server to transmit the entities locations to
you. HL2DM makes up for this with the lag compensation system which moves
players back in time to match your shot with what you would have seen when
you made the shot.

I hope that clears up some confusion?
--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to