I want to bring up the issue of projectiles hanging in the air for a moment after spawning again. The last time it was discussed the solution given was to predict:
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html This is a bad idea though, because it causes the projectile to materialise several feet in front of the firer on observers' computers (contrary to what Tony said at the time, TF2 does NOT predict rockets/grenades). The problem is that the projectile is spawned as soon as the client receives it, irrespective of interpolation, and then (correctly) does not start to move until interp catches up. You can change the length of the delay by increasing the interp period; decreasing host_timescale makes spotting the difference easier. I've run tests and discovered that /all/ of Valve's games are affected by this issue, including TF2. I've not compiled the SDK template game but I expect it also suffers. The solution is clear: prevent the projectile's clientside representation from spawning until the interpolated world is ready. Anyone know how to do that? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders