Thx for the answer Yahn. Seems I 'm not so stupid finally :-D I'll test that. Thank you very much. I appreciate a lot.
On Nov 14, 2007 8:48 PM, Yahn Bernier <[EMAIL PROTECTED]> wrote: > > You are basically correct. > > As long as you ask for GetLocalOrigin/GetAbsOrigin for the non-local > players after the SimulateServerEntities does interpolation, then you'll > get back the interpolated positions. The player will have been > interpolated already at that point. And you are also correct that > everything on the client is in the past wrt the server, and > interpolation pushes it a slight bit further in the past to deal with > smoothing stuff out. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Janek > Sent: Wednesday, November 14, 2007 11:40 AM > To: [email protected] > > Subject: [hlcoders] Client side players's positions > > Shame on me. I forgot to put a topic in my previous mail. Please do > not answer to it. > > Yahn, > > What I want is the exact position of players from a local client point > of view : taking care of interpolation. > > I mean : > - server tickcount = 100 > --> player1 is in (0, 0, 0) > --> player2 is in (100,0, 0) > > - while server tickcount is 100, maybe it is only 95 for player1. If I > go to player1 client side and ask for GetLocalOrigin of all players. > Maybe I will see: > --> player1 is in (0,0,0) coz it is local player and is using prediction > --> player2 is in (50,0,0) assuming player is moving only in x axis > with 10 units/tick velocity > But in reality, player1 is not seeing player2 in (50,0,0) coz I assume > he has a cl_interp equal to 2 ticks interval. If so he is seeing > player2 in (30, 0, 0). > > Am I right or not ? > > If not, where am I wrong ? > If I'm right, which function can I use to have (30,0,0) as a return > value for player2 ? and when ? > Do you mean I must call GetLocalOrigin() in RenderStart to have > interpolated position ? > > [EMAIL PROTECTED] > > > --- Message from Yahn Bernier hereafter ---- > > Interpolate gets called with gpGlobals->curtime, but the > IInterpolatedVars = > each define their "interpolation amount" (see the GetInterpolationAmount > co= > de) since sometimes interp is just 1 tick in single player vs. cl_interp > in= > multiplayer. > > If you always want the last networked position, you can ask for > GetNetworkO= > rigin, otherwise, you'll get either the last networked if you ask during > Po= > stDataUpdate/networking, or you'll get the interpolated position if you > ask= > during rendering. > > Yahn > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] > vesoftware.com] On Behalf Of [EMAIL PROTECTED] > Sent: Wednesday, November 14, 2007 10:49 AM > To: [email protected] > Subject: Re: [hlcoders] Client side players's positions > > For my purposes I've used pPlayer->EyePosition() when they're walking, > and > I use the vehicles' GetNetworkOrigin() when they're driving or being > driven. Not sure if this is sufficient for your purposes. > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hi, > > > > I would like to know how to get where players are located client side > --> > > I mean from a player point of view. > > Using pPlayer->GetLocalOrigin() for non-local players will return the > las= > t > > position sent by server. > > As there is interpolation (cl_interp), locations of non-local players > tha= > t > > a local player is seeing is not the one returned by > > pPlayer->GetLocalOrigin(). > > I went into OnRenderStart, then in InterpolateServerentities, > > ProcessInterpolatedList, Interpolate... but I really don't understand > how > > it works. For example Interpolate is called with gpGlobals->curtime > which > > is surprising. I was thinking it will be gpGlobals->curtime - > > cl_interp.GetFloat(). > > > > I spent few hours on that and the question remains the same : how can > I > > get locations of non-local players client side ? I'm sure Yahn or Mike > ca= > n > > answer this question. > > > > Thank you in advance for your help. > > _______________________________________________ > 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 > > -- [EMAIL PROTECTED] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

