I fnally had a chance to solve this problem. And the only way I could get
all my effects to properly display was to have the weapon firing code
coexisting on server and client. In fact I also have the weapon pose
parameter adjustment being performed on both the server and client. This
alone doesn't solve the problem with parameters, but does smooth the
movement out. Something on the client has to be reseting the parameters
because the server claims that the parameters are a certain number and the
client with the prediction of the moving the parameters will report the same
value no matter what it ought to be and since I keep my pose parameters
between function calls in my class if I forcibly set this value back to my
vehicle when client class calls for view updates it almost eliminates the
problem. There is just a very small jitter when the weapon is not moving,
but nothing like before were it looked like the weapon was teleporting to
and fro from where it should be to default position.
So anyways my current problem is that tracers on the weapon act wonkers.
According to debug overlays all my calculations for getting the src, aim
vector, etc. are correct. I have an arrow overlay that displays this and it
is correct always. Though my tracers seems to act as if it is trying to
start from an offset from my eye vector. Essentially even when the gun is
not visible I see tracrs. The certainly do not corellate with the green
arrow overlay. Help is appreciated.
Thanks Chris
----- Original Message -----
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, August 27, 2007 8:14 AM
Subject: Re: [hlcoders] Vehicles in multiplayer
--
[ Picked text/plain from multipart/alternative ]
in the vehicle fire function, like at the top, or before effects are
transmitted do:
CDisablePredictionFiltering disabler;
just by itself, nothing else.
it will function until out of scope.
-Tony
On 8/27/07, Christopher Harris <[EMAIL PROTECTED]> wrote:
About tracers/muzzles/impact effects. Did you get these to work in your
mod.
I have done further testing using func_breakables which prove bullet info
is
firing. Just no effects are being created oddly enough. Could be another
server to client transmission issue me thinks.
Thanks
----- Original Message -----
From: "Maarten De Meyer" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, August 27, 2007 2:32 AM
Subject: RE: [hlcoders] Vehicles in multiplayer
>I can confirm, MP vehicles are a core part of our mod, and we still have
> this terrible issue. Last time I brought it up (about a month or maybe
> a
> bit
> more ago) Mike Durand personally looked into this problem. I haven't
heard
> from him since though. Mike, do you have any news on this issue?
>
> -- Maarten
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Minh
> Sent: Monday, August 27, 2007 8:06
> To: [email protected]
> 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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> --
>
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-omega
--
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