In the new SDK, StartLagCompensation happens on line #193 of sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done here so it doesn't effect player movement (aka sticky player collisions). The problem with this is if your weapon needs unlagged positions for anything other than firing bullets, it won't work.
I would recommend you instead StartLagCompensation before RunPostThink( player ) in the CPlayerMove::RunCommand() function. On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
-- [ Picked text/plain from multipart/alternative ] 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 > > >> > > >> _______________________________________________ > > >> 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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