--
[ Picked text/plain from multipart/alternative ]
Let me rephrase that last. Maybe the best place to lagcompensate would be
CBaseEntity:FireBullets(). Then you are sure no other things get messed
up... (there's some other stuff in CBasePlayer::PostThink that may not like
changing positions).

Also, it's possible that the func_tank has no lagcompensation at the moment
(I'm not sure) so moving it to FireBullets() would do lagcompensation for
everything that fires bullets ;) I doubt that it's called more then once in
a frame so moving it shouldn't be harmfull.

Just thinking out loud here... Please tell me if I am wrong :)

On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> 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:
> > >> >>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:
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> > >>
> > >>
> > >--
> > >
> > >_______________________________________________
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> > please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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