-- [ Picked text/plain from multipart/alternative ] That is caused by the tight tolerance values in the DATADESC. If you increase the tolerance values for the predicted variables (network origin, velocity, etc.), it fixes it. There's no way the client can predict that accurately. If you check older versions of the SDK, you'll see the tolerances are quite a bit higher than what they are now. (I think they're set for singleplayer games right now by default.)
On Feb 19, 2008 1:03 PM, Joel R. <[EMAIL PROTECTED]> wrote:> --> [ Picked text/plain from multipart/alternative ]> Is there a fix to this bug yet? I have confirmed this on 2 different> computers.> The only things I did to the SDK was remove the DT_WaterBullet /> DT_WeaponCycler classes entirely, by commenting and removing files.>> Bug Description:> Client and Server are not in-sync for the m_vecNetworkOrigin variable.> This causes stutterring of player movement since prediction will attempt to> fix the position. Motion Blur has no effect on this issue.>> How to Know if you Have it?> 1) sv_cheats 1> 2) cl_pdump 1> 3) Run/Jump and watch m_vecNetworkOrigin, will turn red if not in-sync.> or> 1) The world stutters as you move around.> -->> _______________________________________________> 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

