Can you offer video/pictures to demonstrate how this bug effects all
valve games?

Or any way for a player to replicate or exploit it? Thus you make it
both easier and more likely valve will look into this problem and fix
it.

On Tue, Sep 1, 2009 at 2:02 AM, James Gray<ja...@interwavestudios.com> wrote:
> One possibility is to override ShouldDraw() and enforce the
> appropriate conditions.
>
>
>
> On Aug 30, 2009, at 9:05 AM, Tom Edwards <t_edwa...@btinternet.com>
> wrote:
>
>> 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?
>>
>>
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>
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