All you have to do for the stock vehicles to smooth out the local view is to invalidate the local playres bone cache after the entities have simulated, and then do a partial view recalculation so that the local player is seated in the vehicle correctly.
The issue arrives in MP because the local player is simulated before the vehicle has been moved, so once the vehicle moves it is no longer in sync with the local player. On Sun, Jan 24, 2010 at 11:14 AM, Saul Rennison <[email protected]>wrote: > YES! THAT'S ME! omgomgomgomgomg. Wait till I tell my girlfriends who > came by the say hi! > > On Sunday, January 24, 2010, Minh <[email protected]> wrote: > > Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders? > > > > /me takes a cold shower > > > > Saul Rennison wrote: > >> Minh Le? THE Minh Le? :O The original creator of CS? > >> > >> On Sunday, January 24, 2010, Minh <[email protected]> wrote: > >> > >>> Yea, that's definitely an issue.. but if the server did some checks on > >>> his end, the server can see if the updates were "valid" or not and > >>> basically just ignore the invalid updates or do something accordingly. > >>> Like if the client sent an update that he was at position X, and then > >>> half a second later, he is at position Y (which is like halfway across > >>> the map), that could raise a red flag. > >>> > >>> Client side physics objects are interpolated.. other players are > >>> interpolated.. > >>> are you sure server side physics objects are interpolated? God, I > gotta > >>> go install hl2dm and play with the gravity gun... > >>> > >>> Saul Rennison wrote: > >>> > >>>> All objects are interpolated I think... the problem is the client > >>>> could send bogus origins and result in hacking. Never trust the > >>>> client! > >>>> > >>>> On Sunday, January 24, 2010, Minh <[email protected]> wrote: > >>>> > >>>> > >>>>> We actually managed to do a vehicle implementation that made the > >>>>> controls strictly client authorative. Basically, the driver of the > >>>>> vehicle gets his own vphysics object created and he controls it on > his > >>>>> client machine, and passes the origin and angles to the server. > >>>>> The server then passes that info to the rest of the clients. > >>>>> > >>>>> The result is perfectly lag free controls for the driver. The > only > >>>>> hitch is, since the client is the one actually moving the vehicle, > >>>>> vehicle collisions become a problem. In our first implementation, > when a > >>>>> vehicle ran into another vehicle, it would stop dead in its tracks. > >>>>> There was no collision forces being imparted on either vehicle. We > >>>>> managed to come up with a hacky method to fix this but it didn't > result > >>>>> in the most realistic collisions. > >>>>> > >>>>> Another problem we encountered was that there was no > interpolation > >>>>> going on for the other players, so when they saw the vehicle moving, > it > >>>>> wasn't smooth. I'm not sure if this is a problem inherent in the > Source > >>>>> SDK though. > >>>>> When you take a server side physics object, and throw it, do all the > >>>>> clients see it move in a smooth fashion? The object's position is > >>>>> getting sent to each client at about 10 updates/sec (in a best case > >>>>> scenario). There is no interpolation going on between each update, so > >>>>> the object would exhibit a slight jerkiness. Maybe we broke something > in > >>>>> our code but I think this is something the SDK didn't do properly > >>>>> (interpolate server-side vphysics objects). > >>>>> I think I need to go play HL2DM and throw a toilet around... > >>>>> > >>>>> > >>>>> Matt Hoffman wrote: > >>>>> > >>>>> > >>>>>> I take it that it would be a lot of work and take a skilled > programmer to > >>>>>> re-write prediction for the vehicles to put more of it client-side? > >>>>>> > >>>>>> On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris > >>>>>> <[email protected]>wrote: > >>>>>> > >>>>>> > >>>>>> > >>>>>> > >>>>>>> Here is a page which has needed fixes: > >>>>>>> http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes > >>>>>>> > >>>>>>> It fixes vehicle view jitter, but there is no true prediction > because the > >>>>>>> vehicle movement logic only occurs on the server. So in a high > latency > >>>>>>> situation players will experience the vehicle taking some time to > respond > >>>>>>> to > >>>>>>> input. > >>>>>>> > >>>>>>> Chris > >>_______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > -- > > Thanks, > - Saul. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

