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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
> >>
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> >>
> >>
> >--
> >
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