I merged code of a mod written using EP1 SDK with OB SDK. I tried to use 2 slightly different versions of prediction.cpp. One from EP1 version of the mod and one from vanilla OB SDK mod. With both of them I experience jerky movement when getting totally minor prediction bugs: for instance player regenerates stamina only in the server code, weapon has some prediction bugs, player entity's m_nRenderMode differs from the servers. Some of these bugs can be fixed and some will always happen because server will know more than client. I made it that it ignores m_nRenderMode just to see what happens after that. All other prediction bugs caused the same effect. What I want to achieve is to make prediction repredict frames with wrong stamina value but as long as it doesn't have any effect on player movement it shouldn't teleport/jerk him. (stamina in my game just regenerates on server only due to its quite complicated method of calculation)
I also tried to see how vanilla OB SDK mod reacts to prediction errors. When prediction errors occured I couldn't notice any jerkiness. I used more precise m_vecOrigin for local player. (in OB vanilla and my ported OB mod) In prediction.cpp there is a note that interpolated variables have to be cleared out. As far as I know it just remove all values and adds 1 value many (3 or 4) times with the same timestamp. Why is it needed? I also tried to see what will happen after defining PREDICTION_ERROR_CHECK_LEVEL to 1 or 2. It crashes because some value isn't set in gamemovement.cpp. Did anyone try to use code triggered by this define? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

