--
[ 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

Reply via email to