No it was Yahn. Alfred is/was in charge of Linux support though, so copy them both in.

On 21/03/2011 10:30, Tobias Kammersgaard wrote:
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 <mailto: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
    <mailto: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 <mailto: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 <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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