--
[ 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/
--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to