Re: [hlcoders] Interpolation of projectiles

2009-09-04 Thread Tom Edwards
I preferred to make the weapon the owner of the rocket, then call 
GetOwnerEntity()-GetOwnerEntity() when I wanted the player. ;-) A bool 
is a nice, broad solution though.

Christopher Harris wrote:
 Also if the player is the owner to the rocket then it should never trace
 from any rocket traces against the owner. To get the owned entity to trace
 against its owner in our mod for some owned objects that we wanted to have
 the player trace against we had to add a baseentity bool that we checked
 when doing the trace logic that prevents this to ignore this check.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
 Sent: Thursday, September 03, 2009 8:12 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Interpolation of projectiles

 AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );

 Then perform whatever tests you want in Touch(). I have a short grace
 period after the rocket fires within which it doesn't explode on the
 player who fired it.

 Adam amckern McKern wrote:
   
 I got a rocket launcher based on the RPG class, if you spawn the rocket
 
 model within the p model it will explode in the p model - the best way to
 get around it is to mask the effect with a sprite, or something like spawing
 it behind the player - i found NO way to get a model based projectile to
 work any other way.
   
 Adam

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Wed, 2/9/09, Tom Edwards t_edwa...@btinternet.com wrote:


 From: Tom Edwards t_edwa...@btinternet.com
 Subject: Re: [hlcoders] Interpolation of projectiles
 To: Discussion of Half-Life Programming
 
 hlcoders@list.valvesoftware.com
   
 Received: Wednesday, 2 September, 2009, 9:42 PM


 It can't be exploited, it's just a rendering artefact on the client.

 I've been poking TF2 a little more and have spotted some oddities:

 * Rockets don't get a model, on the client, until a set period of time
 has passed. Before this only the glow effect is visible. I think the
 idea is to mask the spawn pause as the rocket flaring in the launcher
 before it starts forward.
 * Grenades and Huntsman arrows aren't interpolated. Instead they spawn
 behind the player at a distance determined by interp time with
 collisions disabled, so that they pass through the barrel at the correct
 moment. This avoids the spawn pause but looks bizarre with high lerp.

 That Valve could only hack around the problem doesn't fill me with
 confidence that there's a good solution to it.

 Nick wrote:

 
 Can you offer video/pictures to demonstrate how this bug effects all
 valve games?

 Or any way for a player to replicate or exploit it? Thus you make it
 both easier and more likely valve will look into this problem and fix
 it.

 On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com
   
 wrote:
   
   
 One possibility is to override ShouldDraw() and enforce the
 appropriate conditions.



 On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:



 
 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the
 solution
 given was to predict:


   
 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html
   
 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


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Re: [hlcoders] Interpolation of projectiles

2009-09-03 Thread Tom Edwards
AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );

Then perform whatever tests you want in Touch(). I have a short grace 
period after the rocket fires within which it doesn't explode on the 
player who fired it.

Adam amckern McKern wrote:
 I got a rocket launcher based on the RPG class, if you spawn the rocket model 
 within the p model it will explode in the p model - the best way to get 
 around it is to mask the effect with a sprite, or something like spawing it 
 behind the player - i found NO way to get a model based projectile to work 
 any other way.
  
 Adam

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Wed, 2/9/09, Tom Edwards t_edwa...@btinternet.com wrote:


 From: Tom Edwards t_edwa...@btinternet.com
 Subject: Re: [hlcoders] Interpolation of projectiles
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Received: Wednesday, 2 September, 2009, 9:42 PM


 It can't be exploited, it's just a rendering artefact on the client.

 I've been poking TF2 a little more and have spotted some oddities:

 * Rockets don't get a model, on the client, until a set period of time 
 has passed. Before this only the glow effect is visible. I think the 
 idea is to mask the spawn pause as the rocket flaring in the launcher 
 before it starts forward.
 * Grenades and Huntsman arrows aren't interpolated. Instead they spawn 
 behind the player at a distance determined by interp time with 
 collisions disabled, so that they pass through the barrel at the correct 
 moment. This avoids the spawn pause but looks bizarre with high lerp.

 That Valve could only hack around the problem doesn't fill me with 
 confidence that there's a good solution to it.

 Nick wrote:
   
 Can you offer video/pictures to demonstrate how this bug effects all
 valve games?

 Or any way for a player to replicate or exploit it? Thus you make it
 both easier and more likely valve will look into this problem and fix
 it.

 On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com wrote:

 
 One possibility is to override ShouldDraw() and enforce the
 appropriate conditions.



 On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:

  
   
 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the
 solution
 given was to predict:

 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html

 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


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Re: [hlcoders] Interpolation of projectiles

2009-09-03 Thread Christopher Harris
Also if the player is the owner to the rocket then it should never trace
from any rocket traces against the owner. To get the owned entity to trace
against its owner in our mod for some owned objects that we wanted to have
the player trace against we had to add a baseentity bool that we checked
when doing the trace logic that prevents this to ignore this check.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Thursday, September 03, 2009 8:12 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Interpolation of projectiles

AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );

Then perform whatever tests you want in Touch(). I have a short grace
period after the rocket fires within which it doesn't explode on the
player who fired it.

Adam amckern McKern wrote:
 I got a rocket launcher based on the RPG class, if you spawn the rocket
model within the p model it will explode in the p model - the best way to
get around it is to mask the effect with a sprite, or something like spawing
it behind the player - i found NO way to get a model based projectile to
work any other way.

 Adam

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Wed, 2/9/09, Tom Edwards t_edwa...@btinternet.com wrote:


 From: Tom Edwards t_edwa...@btinternet.com
 Subject: Re: [hlcoders] Interpolation of projectiles
 To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
 Received: Wednesday, 2 September, 2009, 9:42 PM


 It can't be exploited, it's just a rendering artefact on the client.

 I've been poking TF2 a little more and have spotted some oddities:

 * Rockets don't get a model, on the client, until a set period of time
 has passed. Before this only the glow effect is visible. I think the
 idea is to mask the spawn pause as the rocket flaring in the launcher
 before it starts forward.
 * Grenades and Huntsman arrows aren't interpolated. Instead they spawn
 behind the player at a distance determined by interp time with
 collisions disabled, so that they pass through the barrel at the correct
 moment. This avoids the spawn pause but looks bizarre with high lerp.

 That Valve could only hack around the problem doesn't fill me with
 confidence that there's a good solution to it.

 Nick wrote:

 Can you offer video/pictures to demonstrate how this bug effects all
 valve games?

 Or any way for a player to replicate or exploit it? Thus you make it
 both easier and more likely valve will look into this problem and fix
 it.

 On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com
wrote:


 One possibility is to override ShouldDraw() and enforce the
 appropriate conditions.



 On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:



 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the
 solution
 given was to predict:


http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html

 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


 ___
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] Interpolation of projectiles

2009-09-02 Thread Tom Edwards
It can't be exploited, it's just a rendering artefact on the client.

I've been poking TF2 a little more and have spotted some oddities:

* Rockets don't get a model, on the client, until a set period of time 
has passed. Before this only the glow effect is visible. I think the 
idea is to mask the spawn pause as the rocket flaring in the launcher 
before it starts forward.
* Grenades and Huntsman arrows aren't interpolated. Instead they spawn 
behind the player at a distance determined by interp time with 
collisions disabled, so that they pass through the barrel at the correct 
moment. This avoids the spawn pause but looks bizarre with high lerp.

That Valve could only hack around the problem doesn't fill me with 
confidence that there's a good solution to it.

Nick wrote:
 Can you offer video/pictures to demonstrate how this bug effects all
 valve games?

 Or any way for a player to replicate or exploit it? Thus you make it
 both easier and more likely valve will look into this problem and fix
 it.

 On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com wrote:
   
 One possibility is to override ShouldDraw() and enforce the
 appropriate conditions.



 On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:

 
 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the
 solution
 given was to predict:

 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html

 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

   
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Re: [hlcoders] Interpolation of projectiles

2009-09-02 Thread Adam amckern McKern
I got a rocket launcher based on the RPG class, if you spawn the rocket model 
within the p model it will explode in the p model - the best way to get around 
it is to mask the effect with a sprite, or something like spawing it behind the 
player - i found NO way to get a model based projectile to work any other way.
 
Adam


Owner Nigredo Studios http://www.nigredostudios.com

--- On Wed, 2/9/09, Tom Edwards t_edwa...@btinternet.com wrote:


From: Tom Edwards t_edwa...@btinternet.com
Subject: Re: [hlcoders] Interpolation of projectiles
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Wednesday, 2 September, 2009, 9:42 PM


It can't be exploited, it's just a rendering artefact on the client.

I've been poking TF2 a little more and have spotted some oddities:

* Rockets don't get a model, on the client, until a set period of time 
has passed. Before this only the glow effect is visible. I think the 
idea is to mask the spawn pause as the rocket flaring in the launcher 
before it starts forward.
* Grenades and Huntsman arrows aren't interpolated. Instead they spawn 
behind the player at a distance determined by interp time with 
collisions disabled, so that they pass through the barrel at the correct 
moment. This avoids the spawn pause but looks bizarre with high lerp.

That Valve could only hack around the problem doesn't fill me with 
confidence that there's a good solution to it.

Nick wrote:
 Can you offer video/pictures to demonstrate how this bug effects all
 valve games?

 Or any way for a player to replicate or exploit it? Thus you make it
 both easier and more likely valve will look into this problem and fix
 it.

 On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com wrote:
   
 One possibility is to override ShouldDraw() and enforce the
 appropriate conditions.



 On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:

     
 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the
 solution
 given was to predict:

 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html

 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

       
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Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread James Gray
One possibility is to override ShouldDraw() and enforce the  
appropriate conditions.



On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com  
wrote:

 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the  
 solution
 given was to predict:

 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html

 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length  
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Nick
Can you offer video/pictures to demonstrate how this bug effects all
valve games?

Or any way for a player to replicate or exploit it? Thus you make it
both easier and more likely valve will look into this problem and fix
it.

On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com wrote:
 One possibility is to override ShouldDraw() and enforce the
 appropriate conditions.



 On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:

 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the
 solution
 given was to predict:

 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html

 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Olly
decreasing host_timescale
makes spotting the difference easier.
Thanks!

2009/9/1 Nick xnicho...@gmail.com

 Can you offer video/pictures to demonstrate how this bug effects all
 valve games?

 Or any way for a player to replicate or exploit it? Thus you make it
 both easier and more likely valve will look into this problem and fix
 it.

 On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com
 wrote:
  One possibility is to override ShouldDraw() and enforce the
  appropriate conditions.
 
 
 
  On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com
  wrote:
 
  I want to bring up the issue of projectiles hanging in the air for a
  moment after spawning again. The last time it was discussed the
  solution
  given was to predict:
 
 
 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html
 
  This is a bad idea though, because it causes the projectile to
  materialise several feet in front of the firer on observers' computers
  (contrary to what Tony said at the time, TF2 does NOT predict
  rockets/grenades).
 
  The problem is that the projectile is spawned as soon as the client
  receives it, irrespective of interpolation, and then (correctly) does
  not start to move until interp catches up. You can change the length
  of
  the delay by increasing the interp period; decreasing host_timescale
  makes spotting the difference easier.
 
  I've run tests and discovered that /all/ of Valve's games are affected
  by this issue, including TF2. I've not compiled the SDK template game
  but I expect it also suffers.
 
  The solution is clear: prevent the projectile's clientside
  representation from spawning until the interpolated world is ready.
  Anyone know how to do that?
 
 
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  archives, please visit:
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-- 
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