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The gravity gun creates a clientside prop_physics, and simulates
client/server separately. When the prop is released from the gravity gun,
the clientside prop is destroyed. So yeah, it works the way you said would
be the best way already.

Regards,

Paul

On Jan 19, 2008 9:10 AM, Jeffrey botman Broome <[EMAIL PROTECTED]>
wrote:

> Drak wrote:
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm still somewhat confused on the whole 'Prediction' thing.
> >
> > This is what I'm trying to get at, I thought the point of it was to have
> the
> > client "predict" what is happening on the server-side.
> >
> > Causing the player to move around like they have no latency. Which I
> assume,
> > is how weapons work. Since there both server and client side.
> >
> > My question is, since I assume the gravity gun is handled both
> server/client
> > side. Why when using it, does it have a very "laggy" feeling. Or when
> using
> > the "pick-up" with the use key it feels the same. The carried prop seems
> to
> > lag a lot. Is it at possible to have this basically 'seamless' where the
> > prop feels like it does when playing in singleplayer?
>
> As a follow up, I'm guessing what's happening is that objects that the
> player "carries" are being simulated on the server and then
> location/rotation are being replicated to clients.  This means that when
> you pick up something and move the player's body...
>
> 1. The client sends a movement update to the server.
> 2. The server adjusts the location/rotation of the player.
> 3. The server moves any objects that are "attached" to the player.
> 4. The server then sends the object's location/rotation back down to the
> client.
> 5. By this time, the client's player body has moved/rotated to a new
> position and this process starts all over again.
>
> The best way to eliminate this round-trip update of carried objects
> would be to simulate the position of those objects on the client (make
> the client authoritative) and send those updates to the server so that
> the server can replicate this movement to all other clients.
>
> --
> Jeffrey "botman" Broome
>
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