simple. the base code has the origin transmission optimized so it sends less data over the pipe, because interpolation will take care of all of that and not be noticeable. but, the local player doesn't interpolate, it predicts and maintains syncronization, it needs to be accurate.
those table changes make it so the local player gets full data like ep1, but makes it so remote players don't send you high res data, since your client can interpolate the changes anyway. so now the local player is not jittering (it's the prediction getting stomped on, joel (oneeyed) posted about this months ago, and this fixes it) and the networking stays optimized as much as possible. On Mon, Jun 16, 2008 at 10:04 AM, Olly <[EMAIL PROTECTED]> wrote: > 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. > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > > > > > > > > -- > > > ------------------- > > > [EMAIL PROTECTED] > > > > > > > > > > -- > > ------------------- > > [EMAIL PROTECTED] > > _______________________________________________ > > 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 > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

