I think j is talking about the jittery viewmodels, as that is also an issue
for us too.

2008/6/16 Janek <[EMAIL PROTECTED]>:

> Tony,
>
> There are things which make me not understanding how your code can fix the
> jittery movement issue. I try to explain hereafter.
>
> 1) I understand you add "nonlocaldata" tables.
> This table wasn't present in previous version (ep1 engine). I understand it
> is sending variables for other players (not local player). It will generate
> additional network flow. I 'm not sure it is so important. Also my problem
> related to jittery movement is linked to local player. Why do we really
> need
> it ?
>
> 2) You send "m_angEyeAngles" in "BEGIN_SEND_TABLE_NOBASE( CSDKPlayer,
> DT_SDKLocalPlayerExclusive )" and "BEGIN_SEND_TABLE_NOBASE( CSDKPlayer,
> DT_SDKLocalPlayerExclusive )" even if it is already present in the original
> codeline in "IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer )"
> What does it really change ?
>
> 3) You send "m_vecOrigin"
> It is already send in "IMPLEMENT_SERVERCLASS_ST_NOBASE( CBaseEntity,
> DT_BaseEntity )" (baseentity.cpp)
> Before implementing any solution in my codeline, I would like to understand
> coz atm it is a mystery for me.
>
> J.
> 2008/4/25 Janek <[EMAIL PROTECTED]>:
>
> > Just to clarify. The problem I was refering to is not a real performance
> > issue. The problem is only related to laggy player movement due to
> > prediction issue.
> > TF2 is working quite well in my 6600GT so "OB engine" is not requiring so
> > much additional power.
> >
> > 2008/4/25 Andrew Ritchie <[EMAIL PROTECTED]>:
> >
> >> I blame tony's terrible coding.
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