-- [ Picked text/plain from multipart/alternative ] I think it's the other way around.
The server is moving the other players back to where it thinks they were when you fired the bullets, then tracing and seeing if you hit then, then moving them back. On 9/23/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Forgive my perhaps naive question, but if you only lag compensate during > bullet firing, and not the rest of the time, won't you be rendering your > opponents on screen in the wrong position? > > At 2006/09/22 06:48 PM, Teddy wrote: > >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 > >> > > > >_______________________________________________ > >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

