--
[ Picked text/plain from multipart/alternative ]
When you added FL_PRONING (in const.h), did you increase PLAYER_FLAG_BITS
(right below that)? If you didn't the m_fFlags will not come down with the
FL_PRONING bit and the error correction system could erase that bit on the
client - client code will think you stopped proning because the server
didn't send that bit. Check for similar data table/prediction table problems
with the CPlayerLocalData changes you made if m_fFlags wasn't the problem.

Regards,

Paul


On 2/15/07, jerry <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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
> > > --
> > >
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> > >
> > >
> >
> >
> > --------
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> >
> >
> >
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