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

Reply via email to