-- [ Picked text/plain from multipart/alternative ] Yeah I've already pointed out in my initial post that I strongly suspected this had to do with prediction, or rather lack of prediction in the current implementation. My question was more about how to get projectile prediction working properly, because obviously when I try to implement it, im doing something wrong along the way. > From: [EMAIL PROTECTED]> To: [email protected]> Subject: Re: [hlcoders] Prediction of projectile-based weapons in Source> Date: Wed, 24 Oct 2007 08:58:58 -0400> > --> [ Picked text/plain from multipart/alternative ]> because they're not predicted by default.> strongly > tf2's projectiles are predicted.> > > On 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote:> >> > --> > [ Picked text/plain from multipart/alternative ]> >> > Yeah that's what I checked first as well - It's very hard to tell because> > the crossbow bolt/missile model is very small and very fast as well so it's> > not as obvious. But I get this glitch on every single non-bullet based> > weapon that spawns entities to use as missiles, so it has to be something at> > the core of the engine, in the way entities are handled between server and> > client, or rendered on the client.> From: [EMAIL PROTECTED]> To:> > [email protected]> Subject: Re: [hlcoders] Prediction of> > projectile-based weapons in Source> Date: Wed, 24 Oct 2007 08:45:23 -0400> >> > --> [ Picked text/plain from multipart/alternative ]> Does the HL2MP> > crossbow have the same delay? I never noticed it..> > Regards,> > Paul> > On> > 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote:> >> > --> > [ Picked> > text/plain from multipart/alternative ]> >> > Im not using the missile> > entity from the HL2 rpg, Im using my own rocket> > entity which sets the> > missile velocity in the spawn function. And the delay> > effect happens on> > two other missile based weapons that I've entirely coded> > myself which> > have nothing to do with the rpg code.> >> > Im also testing this on local> > server, so the latency delay should be close> > to null. If I used> > net_fakelag, there's definitely a delay between the> > moment I fire, and> > the moment the entity is _created_, but there's also a> > slight delay> > between the moment it is created on the screen (so on the> > client) and> > starts moving forward. It's this later point that I want to fix.> >> --> >> > _______________________________________________> To unsubscribe, edit your> > list preferences, or view the list archives, please visit:>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders>> > _________________________________________________________________> > Découvrez le blog Messenger Le Meilleur du Web : toutes les vidéos qui> > buzzent le plus sur Internet !> > http://meilleurduweb.spaces.live.com/> > --> >> > _______________________________________________> > To unsubscribe, edit your list preferences, or view the list archives,> > please visit:> > http://list.valvesoftware.com/mailman/listinfo/hlcoders> >> >> > > --> -omega> --> > _______________________________________________> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders> _________________________________________________________________ Découvrez le blog Messenger Le Meilleur du Web : toutes les vidéos qui buzzent le plus sur Internet ! http://meilleurduweb.spaces.live.com/ --
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