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?

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