Did you think about recording with a digital camera of a stopwatch and your
monitor? Would be much more scientific. is this with the latest unmodified
valve hl2mp sdk + linux server?

shouldn't be that hard to setup,,,


On Tue, Jan 25, 2011 at 5:32 AM, Adam "amckern" McKern <amck...@yahoo.com>wrote:

> Why i asked is becuase this was recorded directly through camista - single
> player, high end computer
>
> http://www.youtube.com/watch?v=Dh6Z9MqZ3JA&feature=player_profilepage
>
> Notice that the default shot gun is VERY lagged?
>
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Tue, 25/1/11, Jed <j...@wunderboy.org>* wrote:
>
>
> From: Jed <j...@wunderboy.org>
>
> Subject: Re: [hlcoders] Linux build prediction? issues
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com
> >
> Received: Tuesday, 25 January, 2011, 8:06 PM
>
>
> Hmm...
>
> If find your comments on the MuzzleFlash prediction interesting
> because it's been something I've had issues with continually. I admit,
> I'm still using the Source SDK 2006, but I've always had an issue with
> muzzleflashes and case ejection events repeating (up to half a second
> after the original shot) but the actual shot only coming once.
>
> I might have to dig deeper.
>
> - Jed
>
> On 24 January 2011 22:06, Maarten De Meyer 
> <maar...@off-limits.be<http://mc/compose?to=maar...@off-limits.be>>
> wrote:
> > 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<http://mc/compose?to=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
> >>
> >> _______________________________________________
> >> 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
> >
> >
> >
>
> _______________________________________________
> 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

Reply via email to