No net_fakelag is fine. This is because the weapons are not being predicted.
Ill try and find the fix for you.



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rodrigo
'r2d2rigo' Diaz
Sent: Sunday, February 03, 2008 8:37 PM
To: [email protected]
Subject: Re: [hlcoders] Weapon Prediction Problems?

--
[ Picked text/plain from multipart/alternative ]
Wasn't the net_fakelag command broken? I think I read that a long time ago
here in the list.

2008/2/3, Cale Dunlap <[EMAIL PROTECTED]>:
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Alright, I'm stumped. I can't tell if this is a prediction problem, or of
> something else is going on.
>
>
>
> I've written about 35 or so new weapons and they ALL experience animation
> and effect glitches in a laggy environment (net_fakelag 100 is how I've
> 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 doesn't actually fire on the server-side. This happens on full
> auto as well, but isn't 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 isn't 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 wasn't my mod, I ran a vanilla setup of the
> scratch
> SDK and discovered that the weapons built into that SDK experience the
> same
> symptoms. I'm not sure if it is for the same reasons or not though, I
> didn't
> 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
>
>
> --
>
>
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