I know this sounds kind of backwards, and doesn't as much fix the
problem as hack around it, but couldn't you make the projectiles
predicted clientside? In the same way that bullets are?

I suppose it totally depends on the type of projectile, but I'm
guessing with something like the crossbow you could create the bolt
clientside and serverside.  Use the serverside to be the authority on
damage and stuff (and maybe showing to other clients?), while you use
the clientside version to display and predict.

I'm guessing you could go a step further if it's like the crossbow and
not network the serverside version at all, just fire a temp effect
that creates a clientside version of it using the same velocity etc..
thus having no network overhead from having these things flying
around.

Something to think about anyway.. might be easier just to put up with the delay.

garry

On 10/24/07, Rogerio Morais <[EMAIL PROTECTED]> wrote:
> --
> [ 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
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