-- [ Picked text/plain from multipart/alternative ] FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the bullet-code is done.
However, with mods based on HL2DM, it's a bit different. CBasePlayer::PostThink() calls CBasePlayer::ItemPostFrame() and that calls the ItemPostFrame() of the weapon.. And that calls via via the function CBaseEntity::FireBullets(), which is the equivalent of CSDKPlayer::FireBullet(). So lagcompensation in HL2DM mods should be done in PostThink() or ItemPostFrame(). On 9/23/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > 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 > >> >>> > >> > >> >>> > >> _______________________________________________ > >> >>> > >> 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 > > _______________________________________________ > 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

