Alfred Reynolds took care of the prediction if I recall correctly.

- ScarT


On 21 March 2011 23:25, Maarten De Meyer <maar...@off-limits.be> wrote:

>  Bit of an old thread, but unfortunately I'm going to have to come back to
> it: I'm afraid I was mistaken too. IsFirstTimePredicted did fix some issues
> graphically, but some things are still seerriously fubar on our linux
> (dedicated server) build related to how client-side prediction behaves. I'm
> out of ideas here, and we planned to go public this friday. I'm guessing
> there's no direct contact person at valve for issues like this?
>
>
> On 25/01/2011 1:56, Andrew Ritchie wrote:
>
> Originally I had thought it would have been fixed with the
> IsFirstTimePredicted check as well, but even with that, I found our frames
> were being rolled back and for whatever reason the system wasn't marking the
> already predicted frames as handled, or at least resetting it.  We wrapped a
> test case in the base MP5 provided with the SDK and could recreate the
> prediction issues consistently, so might have run that by the latest SDK and
> see if it still happens.
>
> On Mon, Jan 24, 2011 at 11:11 PM, Nick <xnicho...@gmail.com> wrote:
>
>> If it is a problem with the valve sdk, then don't even try to fix it,
>> track the problem down, send valve a detailed report, and hope for the
>> best.
>>
>> On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer <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>
>> > 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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