-- [ Picked text/plain from multipart/alternative ] I'm at home now, sv_showlagcompensation the right name, it's implemented in player_lagcompensation.cpp with the following description: "Show lag compensated hitboxes whenever a player is lag compensated."
If you compare the file player_command.cpp between the old SDK source and the Aug 11 source, you should notice that the call to StartLagCompensation is missing from CPlayerMove::StartCommand in player_command.cpp I wondered about this when I merged the new SDK, and decided to keep the startLagCompensation for our mod and haven't had any problems with shots registering. Maybe this is a bug in the new SDK? On 9/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Closest I see is player_showpredictedposition, but it doesn't seem to > visually change anything at all. > > At 2006/09/21 08:41 AM, Paul Peloski wrote: > >-- > >[ Picked text/plain from multipart/alternative ] > >Check that the lag compensation system is still being used to move > entities > >when a player is shooting, IIRC you can use sv_showlagcompensation 1 or > >something similar to show some hitboxes when a player is being lag > >compensated (ie, you have to be shooting at him and lag compensation has > to > >be turned on, etc.) I remember the lagcompensation->StartLagCompensation > was > >missing in the player command code on the server side with regard to the > lag > >compensation system when I first merged with the new SDK. > > > >Sorry I can't be more specific, I'm at work and don't have access to the > SDK > >right now. > > > >On 9/21/06, [EMAIL PROTECTED] < > [EMAIL PROTECTED]> > >wrote: > >> > >> I'm getting lots of complaints from my user base that, following the > SDK > >> update, lag prediction has gotten worse. Has anyone else experienced > >> this? I haven't really experienced much of a change, but then I don't > have > >> as large of a ping to any of my mod's servers as some of my users do. > >> > >> After receiving complaints a few days ago I reviewed SDK changes and > >> noticed massive amounts of code changes around prediction. But most of > it > >> seems to be centered around the creation of a seemingly unused and > pointless > >> NO_ENTITY_PREDICTION define to segregate out the prediction > code. Maybe > >> it's used by Valve for debugging or something? > >> > >> It's unclear whether any behavioral changes exist - anyone found > evidence > >> of any? Unfortunately we got a years worth of SDK code thrash in one > patch, > >> so it's a bit much to try to code review. > >> > >> -bk > >> > >> _______________________________________________ > >> 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

