-- [ Picked text/plain from multipart/alternative ] If anyone can help out more people will certainly appreciate it, including me, got the same problem in my mod.
2007/10/24, William Ravaine <[EMAIL PROTECTED]>: > > -- > [ 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

