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.
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