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Damn, you are right. There's no StartLagCompensation-call in the entire
code. I don't see any reason why it isn't because it worked good. In the new
SDK-code the lagcompensation-code is even expended... It's a bug I guess....

On 9/22/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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
> > >>
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> > >>
> > >>
> > >--
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