-- [ Picked text/plain from multipart/alternative ] What Teddy said is probably the best place. CBaseEntity::FireBullets is probably not good because StartLagCompensation takes CBasePlayer and CUserCmd as parameters so passing the this pointer from within CBaseEntity::FireBullets won't compile, you'd have to wrap it in IsPlayer(), so there's no benefit to func_tank.
Garry's right, the lag compensation moves the player back to match what the client would have been shooting at since the client is behind the server. Client rendering is always kept (cl_interp 0.1, ~100 ms) behind the server so that the client can keep enough data ahead of the actual rendering to smoothly interpolate movement. You can get a really good idea what's going on by adding a bot, turning on sv_showhitboxes 2 sv_showlagcompensation 1 host_timescale 0.1 Now you should see some colorful hitboxes that are the servers position, the rendered enemy player is the clients which lags behind those hitboxes because of cl_interp, and when you shoot at the bot, you should see a bunch of blue hitboxes which are the lag compensated hitboxes that are actually used when tracing your shots. In slowmo you can see that the blue boxes overlap the client-rendered player pretty well. Hope that helps, BK & Robbie. On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > -- > [ 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 > > > >> >>> > > > >> >>> > > > >> >>-- > > > >> >> > > > >> >>_______________________________________________ > > > >> >>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

