--
[ 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
> >> >>>
> >> >>>
> >> >>--
> >> >>
> >> >>_______________________________________________
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> archives,
> >> please visit:
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> >> >>
> >> >
> >> >_______________________________________________
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> >> please visit:
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> >> please visit:
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> >>
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> >
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>
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