I did some checking, and you are right. My issue is unrelated to the linux build, it just didn't show on windows or listenserver cause the connection was way better. It is a generic prediction issue ( net_fakelag 50 causes it to show up on listenserver, cl_prediction 0 and it's gone )

I've also searched this list's archive, I think there is several threads on similar problems already. A suggestion by Yahn a short valve-time ago I think is relevant here. Basically, depending on network conditions, it is normal that a frame gets predicted several times, causing the same events to be re-fired clientside. If I grasped it correctly, putting this construction

#if defined( CLIENT_DLL )
    if ( prediction->InPrediction()&&  !prediction->IsFirstTimePredicted() ) 
return;
#endif

before anything that shouldn't happen twice ( muzzle flashes, SendWeaponAnim, ... )

is a way to deal with this problem: the multiple predictions will still happen as should be the case, but the impact on what the client sees is minimised.

I guess that leaves me with the question: is this really what I'm hitting, and more importantly, is the above m.o. the way to go? Do I need to meticulously filter out things I want to be re-predicted and things I don't everywhere and if() with the above statement? Anyone else went through this? I'm no prediction expert, would like to hear from those that are :)

-- Maarten


On 24/01/2011 1:25, Andrew Ritchie wrote:
I had similar experiences with our port to orange box. I had originally thought that it might be my own fault for handling a lot of our free look and weapon aiming client side but we even tracked the same issues in the base SDK on listen servers under fake ping. I can't say it's identical since you mentioned only getting it under linux, we could recreate it on listen servers as well, but the symptoms are the same. I tracked that prediction was rerunning the frames without ever indicating that it was actually a rerun frame, the frame counter would just drop X into he past and run from there. This was the biggest give away that either I'd botched up or something was a lower level had an issue that needed a fix beyond a check to make sure you don't repeat beyond the first prediction frame. I was never able to figure out a real solution to the issue beyond client side absolute platform time checks, which didn't solve anything more than superficially.

I'd be interested in hearing if you find anything or anyone else has this and found a solution, as it essentially brought everything to a grinding halt over a year ago, since online play become unmanageable for a lot of players.

On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer <maar...@off-limits.be <mailto:maar...@off-limits.be>> wrote:

    Hi list,

    I've recently built our OB mod's linux server after a loong time
    working windows only. I got it to compile & run fine, but there's
    a serious general issue with the way the game acts when playing on
    the linux server. It runs OK, but some things are clearly off,
    like sprint behavior/animations, shoot animations etc. E.g., one
    particular, reproducible issue is that if you click to shoot, the
    shot goes well, but if you hold your mouse down for a while and
    release it, a second shoot anim/muzzle flash happens, ammo gets
    decremented, but immediately after that reincremented and that
    second shot does not register on the server. I think that means
    that client side is predicting a lot more than it should. I also
    get some prediction errors wtih cl_showerrors 1. I don't get any
    of this behavior with the same client, but on the windows server
    [Which I find a bit odd, since prediction is client-side only, no?].

    Anyone has any clue in what direction to look or has had similar
    experiences?

    Thanks in advance,

    Maarten

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