-- [ Picked text/plain from multipart/alternative ] Tnx for the response. I thought you might ask that. I was a little reluctant, because the file is just too big to copy-paste and my question would be snowed under ;).
Let me upload it for you. http://www.xs4all.nl/~vanstoel/files/gamemovement.cpp http://www.xs4all.nl/~vanstoel/files/gamemovement.h All my changes are prefixed by: // Jerry - Added Prone is handled server-side & client-side, because in my understanding gamemovement is a shared resource between the client & server-project. With the exception of some ifdef's here and there. The data that is received/sent is the same as with duck. Also here is a little update on which variables are causing the problem (I used cl_predictionlist & cl_pdump): m_vecVelocity & m_vecNetworkOrigin. I already changed the speed to the duck-speed, but that didn't help. Jerry On 2/15/07, Ben Everett <[EMAIL PROTECTED]> wrote: > > That... and also are you doing client-side simulation of prone or is the > code only server side? The client-side simulation should be very close to > what is being done on the server, and also check to see what is being > sent/received on the client for prone. Limiting the amount of bits sent > across the pipe COULD help. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern" > Mckern > Sent: Thursday, February 15, 2007 1:47 PM > To: [email protected] > Subject: Re: [hlcoders] Prediction with Prone > > I know it might fell wrong but paste your code, we > cant tell you much with you being vauge as you are. > > Adam > > > --- jerry <[EMAIL PROTECTED]> wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hi, > > > > I already posted this on the forum, but I might as > > well post it here. > > The more advanced coders watch these messages more > > closely/regularly ;). > > > > I'm having some trouble getting the prediction > > working for prone. When I use > > cl_showerror 1 (show prediction errors), > > I get errors when I move in prone position (laying > > on the ground). I'm kind > > of twitching when I'm moving in prone, > > like it's resetting my position every 0.2 seconds. > > > > When I shut off the prediction (cl_predict 0) the > > twitching is gone and I'm > > moving fluently in prone. > > > > The problem is that I have no idea where the problem > > is. I know that it's a > > prediction error. But I don't know where it is > > triggered. It's not a problem > > of speed, because I have the moving-speed of prone > > set to the duck > > moving-speed. > > And the twitching is only there when cl_predict is > > 1. So not speed related. > > > > Is it some kind of common thing for which I need to > > define a prediction for > > proning? But where do I need to do that? > > I copied most of the stuff from ducking, but I might > > have missed something. > > > > If anybody has any idea, plz tell me. > > > > Jerry > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view > > the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -------- > Nigredo Studios http://www.nigredostudios.com > > > > > ____________________________________________________________________________ > ________ > Finding fabulous fares is fun. > Let Yahoo! FareChase search your favorite travel sites to find flight and > hotel bargains. > http://farechase.yahoo.com/promo-generic-14795097 > > _______________________________________________ > 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

