stop asking for the code, esp when they use it from the VALVE SDK's which
means it should already be on your hard disk. If its some they wrote
themselves, they wouldn't ask what the difference is between marine vehicle
code and other handling code within it. Instead they would link up the
LOL! U talk nice words. It is easy to pop up out of nowhere and attack
me( i was only person to even offer a reply).
Mart-Jan Reeuwijk can you determine what the problem is without
looking at his code??
I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious
issue and
I told you where to find what his question is bout (don't even know if that
part's source code is avail, not looked) you wanted to take a look on it.
I would have replied to him if I had done stuff similar or with the same in the
past and . As I didn't, and have no time to start figuring
I think my explanation wasn't all that clear so here's a vid :
http://youtu.be/xHYjoYWU8Kg
Basically, I made the fighter into a marine useable entity, in a clean new
asw build, and the jittering is gone. Its obviously something this build of
asw has that my main build has not. Most likely
i like the video it makes a much better picture of whats going
wrong.. It seems something with the view angles are being dampened?
Is it possible to check when the clientside viewangles and the
serverside viewangles reach a certain trigger point 0 or 90 or 180 and
do a breakpoint on both the
is there any way to fix net_fakelag? Everytime i use it things get
glichy like i am on dialup..
On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye bfh...@gmail.com wrote:
Psy_commando, net_fakelag is broken on a listen server, the results are
unpredictable.
On Thu, Jun 7, 2012 at 6:26 PM, Nick
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