Make sure that when you do it in gamemovement you use a gamemovement timer and *NOT* gpGlobals->curtime, as well.
-Tony -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Michael Chang Sent: January-19-09 4:26 AM To: [email protected] Subject: Re: [hlcoders] SetAbsVelocity prediction problems Hi Ryan I've moved all the set velocity stuff into gamemovement, using mv->etc instead of SetAbsVelocity. This seems to be more reliable in terms of when it does things, however I'm still getting a view hitch. I've also tried printing out time stamps. An example for net_fakelag 0 first attack client attackstep at 22.305000 server attackstep at 22.320000 second attack client attackstep at 23.070000 server attackstep at 23.174999 With net_fakelag 100 first attack client attackstep at 23.070000 server attackstep at 23.174999 second attack client attackstep at 249.869995 server attackstep at 249.974991 The server falls behind the client often. To my understanding, there's no way the server knows when the client player presses the attack button. How would one compensate for this major discrepancy? ~M You might want to write some debug messages for the console with time stamps so you can see when the client and server are getting velocities assigned, but directly setting the client side velocity is a really bad idea. I agree with Jorge that you should be adding your velocity changes directly to the shared game movement code. You really need to make sure, and this is really important for prediction, that the client and server velocity changes are being made in sync with eachother. When the server update hits the client and the client is outside of the movement range for that frame, it will snap the client back into server sync no matter what. _______________________________________________ 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

