"decreasing host_timescale makes spotting the difference easier." Thanks!
2009/9/1 Nick <[email protected]> > 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<[email protected]> > wrote: > > One possibility is to override ShouldDraw() and enforce the > > appropriate conditions. > > > > > > > > On Aug 30, 2009, at 9:05 AM, Tom Edwards <[email protected]> > > 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/[email protected]/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 > >> > > > > _______________________________________________ > > 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 > > -- Sent from Olly's SEGA Game Gear _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

