"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?
> >>
> >>
> >> _______________________________________________
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> >>
> >
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> >
> >
>
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>


-- 
Sent from Olly's SEGA Game Gear
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