Ah I think I'm starting to see how the pieces fit together then.  I was thrown 
off by all the FX code, thinking it was a client-side function, but there's a 
surprisingly useful comment at the top of FX_FireBullets:

// This runs on both the client and the server.
// On the server, it only does the damage calculations.
// On the client, it does all the effects.

So client-rendering prediction is completely unrelated to all of this.

It looks like bullet weapons should still be fine (which is what I tested 
previously, and they did seem fine) but that bludgeon weapons in the SDK are no 
broken with respect to lag-compensated hit detection.  I'll look into that more.

At 2006/09/23 04:18 AM, Garry Newman wrote:
>--
>[ 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
>> >>> > >>
>> >>> > >> _______________________________________________
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>> >>> > >> please visit:
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>> >>> > >>
>> >>> > >>
>> >>> > >--
>> >>> > >
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>> >>> --
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