Yeah I know what you mean. Maybe they will add predicition to to vehicles.
Because thinking about it makes me worry that the whole physics system
tie-in with vehicles could make prediction not really workable.
Chris
----- Original Message -----
From: "Maarten De Meyer" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, August 27, 2007 7:32 AM
Subject: RE: [hlcoders] Vehicles in multiplayer
Well, yes, completely bypassing the network array and passing the pose
parameters separately works. When I do things like that at work I have to
tag it with // :HACK: though, it's something we frown upon and a coding
style I don't like :p. Next to the extra network overhead it causes, it's
bad practice; as long as it remains a visual glitch I'm postponing hacking
that system till we release, and I'd much rather like valve to give us a
fix
for the bug it obviously is ;)
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Christopher
Harris
Sent: Monday, August 27, 2007 8:41
To: [email protected]
Subject: Re: [hlcoders] Vehicles in multiplayer
Your mail helped me solve it though it is a bit painful. You must capture
your pose parameters to network vars every tick and send them to the
client.
And then just Set the pose parameters client side as well. I did this with
my gun for testing only and now the gun moves smoothly and does not reset
to
0 when no more movement. I suppose you just have to do this for all the
pose
parameters.
Thanks
----- Original Message -----
From: "Minh" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, August 27, 2007 2:05 AM
Subject: Re: [hlcoders] Vehicles in multiplayer
--
[ Picked text/plain from multipart/alternative ]
yea, The pose parameter problem is an issue that a lot of people are
having
(myself including). The client and server never seems to be in synch. I
recall it had something to do about sending an array of variables across
the
network.
I don't think anyone has solved it yet...
I managed to alleviate the problem somewhat by keeping track of the last
known value of a pose parameter and when/if it changes to a dramatically
different value, I smoothly interpolate to the new value. This results in
much less popping.
Oh, this is all done on the client side btw.
----- Original Message -----
From: "Christopher Harris" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, August 26, 2007 10:47 PM
Subject: [hlcoders] Vehicles in multiplayer
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I am having some minor issues with my vehicle in multiplayer which from a
quick one over of the flow of things I am perplexed why they are not
working.
Firstly PoseParameters seem to be reseting to 0 but I assume it being a
CBaseAnimating ala a Model that it will handle sending that data down to
itself automatically, so I cannot discern why the poseparameters are
reseting when they are done changing on the server. Example we have a gun
with yaw/pitch params and when you move your view it moves, but when you
stop the gun resets to 0/0 for the values.
Secondly Gun Effects are not showing up even though I know the gun code
is
being called because I used the airboat gun fire code as a test and the
gun
screen shake is occuring. It is just that the effects don't play. This
happens for the airboat as well. (I have added in the Airboat ammo type).
Thanks for your help
--
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