Gonna ask the default question, don't shoot me if it's too simple: Do your weapons override the IsPredicted function to return true? I remember something about this not being the case in the SDK weapons by default, so prediction wasn't even used on those weapons.
-- Maarten > This is a multipart message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Alright, Im stumped. I cant tell if this is a prediction problem, or of > something else is going on. > > > > Ive written about 35 or so new weapons and they ALL experience animation > and effect glitches in a laggy environment (net_fakelag 100 is how Ive > been > testing this). > > > > If I have a semi-auto weapon such as a pistol which is only allowed to > fire > every 0.2 seconds it can fire every single frame when there is any sort of > lag introduced to the game. Obviously when I say fire I mean just play > the > effects, it doesnt actually fire on the server-side. This happens on full > auto as well, but isnt so obvious to the player because it is masked by > the > real rate of fire. > > > > When I run the debugger, I discovered that the server and client time get > out of sync, causing the m_flNextPrimaryAttack variable to become > instantly > stale on the client side. Here is the rundown of what is going on: > > > > 1. Client sends fire command, plays the effects > > 2. Client updates m_flNextPrimaryAttack to gpGlobals->curtime + x.xx > > 3. Server acknowledges, fires the weapon > > 4. Server updates m_flNextPrimaryAttack to gpGlobals->curtime + x.xx > > 5. Server sends client updated m_flNextPrimaryAttack time > > 6. Client corrects m_flNextPrimaryAttack which ends up BEHIND > gpGlobals->curtime > > 7. Client sends fire command, plays effects > > 8. Client updates m_flNextPrimaryAttack to gpGlobals->curtime + x.xx > > 9. Server denies command because it isnt allowed to shoot on the > server yet > > 10. Server sends client updated m_flNextPrimaryAttack time > > 11. Client corrects m_flNextPrimaryAttack again, ending up BEHIND > gpGlobals->curtime again allowing it to shoot again > > > > Basically the server is sending the client an old m_flNextPrimaryAttack > time > near continuously. This would normally be OK, but the gpGlobals->curtime > variables become out of sync. The server thinks it is 1263.6800 when the > client has 1263.7500. This only happens when there is lag. > > > > To test to make sure it wasnt my mod, I ran a vanilla setup of the > scratch > SDK and discovered that the weapons built into that SDK experience the > same > symptoms. Im not sure if it is for the same reasons or not though, I > didnt > run it through the debugger. > > > > I sure hope there is some easy way to fix this. Perhaps it is just a > symptom > of using fake lag? Maybe I should just set up a server in the same room, > then shake the Ethernet cable violently until bits fall out of the cable, > creating lag? (joke) > > > > Thanks in advance. > > > > Cale > > > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.5.516 / Virus Database: 269.19.19/1256 - Release Date: 2/2/2008 > 1:50 PM > > -- > > > _______________________________________________ > 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

